Пример #1
0
        internal void Render()
        {
            game.countRendering = false;

            var tempTarget = Draw.Target;

            Draw.SetTarget(renderSurface);

            Draw.Graphic(textPerformance, x, y);

            if (dismissFor > 0)
            {
                Draw.Graphic(textFramesLeft, x, y);
            }

            if (Visible)
            {
                Draw.Graphic(imgOverlay, x, y);
                Draw.Graphic(imgOtter, x, y);
                Draw.Graphic(imgError, x, y);

                if (countDownTimer > 0)
                {
                    Draw.Graphic(textCountdown, x, y);
                }
                else
                {
                    Draw.Graphic(imgScrollBarBg, x, y);
                    Draw.Graphic(imgScrollBar, x, y);
                    Draw.Graphic(textInput, x, y);
                    Draw.Graphic(textInputHelp, x, y);
                    Draw.Graphic(textPastCommands, x, y);
                    Draw.Graphic(textCommandsBuffered, x, y);
                }
            }
            else
            {
                if (liveConsoleLines > 0)
                {
                    Draw.Graphic(textPastCommandsLive, x, y);
                }
            }

            if (currentState == stateCamera)
            {
                Draw.Graphic(textCamera, x, y);
            }

            Draw.SetTarget(tempTarget);

            renderSurface.DrawToWindow(game);

            game.countRendering = true;
        }
Пример #2
0
 /// <summary>
 /// Draws simple Text.  Should only be used for debugging as this creates Text Graphics each time it's called!
 /// </summary>
 /// <param name="str">The string to display.</param>
 /// <param name="size">The size of the Text.</param>
 /// <param name="x">The X position to render the Text from.</param>
 /// <param name="y">The Y position to render the Text from.</param>
 public static void Text(string str, int size, float x = 0, float y = 0)
 {
     Draw.Graphic(new OtterText.Text(str, size), x, y);
 }