Пример #1
0
        /// <summary>
        /// Tells each screen to draw itself.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            foreach (GameScreen screen in Screens)
            {
                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.TransitionOff ||
                    screen.ScreenState == ScreenState.Active)
                {
                    screen.PreDraw(gameTime);
                    GraphicsDevice.SetRenderTarget(null);
                }
            }

            int transitionCount = 0;

            foreach (GameScreen screen in Screens)
            {
                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.TransitionOff)
                {
                    ++transitionCount;
                    if (_transitions.Count < transitionCount)
                    {
                        PresentationParameters _pp = GraphicsDevice.PresentationParameters;
                        _transitions.Add(new RenderTarget2D(GraphicsDevice, _pp.BackBufferWidth, _pp.BackBufferHeight, false, SurfaceFormat.Color, _pp.DepthStencilFormat, _pp.MultiSampleCount, RenderTargetUsage.DiscardContents));
                    }
                    GraphicsDevice.SetRenderTarget(_transitions[transitionCount - 1]);
                    GraphicsDevice.Clear(Color.Transparent);
                    screen.Draw(gameTime);
                    GraphicsDevice.SetRenderTarget(null);
                }
            }

            GraphicsDevice.Clear(Color.Black);

            transitionCount = 0;
            foreach (GameScreen screen in Screens)
            {
                if (screen.ScreenState == ScreenState.Hidden)
                {
                    continue;
                }

                if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.TransitionOff)
                {
                    SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                    SpriteBatch.Draw(_transitions[transitionCount], Vector2.Zero, Color.White * screen.TransitionAlpha);
                    SpriteBatch.End();

                    ++transitionCount;
                }
                else
                {
                    screen.Draw(gameTime);
                }
            }
            _input.Draw();
        }
Пример #2
0
        protected override void Draw(GameTime gameTime)
        {
            _screenManager.Draw(gameTime);

            _input.Draw(_spriteBatch);

#if WINDOWS
            if (_showFps)
            {
                _counter.Draw(_spriteBatch);
            }
#endif
            base.Draw(gameTime);
        }
Пример #3
0
        /// <summary>
        /// tell each Screen to Draw itself
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Draw(GameTime gameTime)
        {
            Game.GraphicsDevice.Clear(Color.Black);

            mWindowManager.Draw(gameTime);
            mInput.Draw(gameTime);

            lock ( mScreens ) {
                foreach (GameScreen screen in mScreens.Values)
                {
                    if (screen.ScreenState == EScreenState.Hidden)
                    {
                        continue;
                    }

                    screen.Draw(gameTime);
                }
            }
        }
Пример #4
0
        protected override void Draw(GameTime gameTime)
        {
            int transitionCount = 0;

            foreach (GameScreen screen in _screens)
            {
                if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.TransitionOff)
                {
                    transitionCount++;
                    if (_transitions.Count < transitionCount)
                    {
                        PresentationParameters pp = GraphicsDevice.PresentationParameters;
                        _transitions.Add(new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false, SurfaceFormat.Color, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents));
                    }
                    GraphicsDevice.SetRenderTarget(_transitions[transitionCount - 1]);
                    GraphicsDevice.Clear(Color.Transparent);
                    screen.Draw(gameTime);
                    GraphicsDevice.SetRenderTarget(null);
                }
            }

            GraphicsDevice.Clear(Color.Black);

            transitionCount = 0;
            foreach (GameScreen screen in _screens)
            {
                if (screen.ScreenState == ScreenState.Hidden)
                {
                    continue;
                }

                if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.TransitionOff)
                {
                    _spriteBatch.Begin(0, BlendState.AlphaBlend);
                    if (screen is PhysicsDemoScreen)
                    {
                        Vector2 position = Vector2.Lerp(_menuScreen.PreviewPosition, new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height) / 2f, 1f - screen.TransitionPosition);
                        _spriteBatch.Draw(_transitions[transitionCount], position, null, Color.White * Math.Min(screen.TransitionAlpha / 0.2f, 1f), 0f,
                                          new Vector2(_transitions[transitionCount].Width, _transitions[transitionCount].Height) / 2f, 0.5f + 0.5f * (1f - screen.TransitionPosition), SpriteEffects.None, 0f);
                    }
                    else
                    {
                        _spriteBatch.Draw(_transitions[transitionCount], Vector2.Zero, Color.White * screen.TransitionAlpha);
                    }
                    _spriteBatch.End();

                    transitionCount++;
                }
                else
                {
                    screen.Draw(gameTime);
                }
            }

            _input.Draw(_spriteBatch);
#if WINDOWS
            if (_showFPS)
            {
                _counter.Draw(_spriteBatch);
            }
#endif
            base.Draw(gameTime);
        }