FadeScreen() публичный статический Метод

public static FadeScreen ( ) : void
Результат void
Пример #1
0
        // void SCR_UpdateScreen (void);
        // This is called every frame, and can also be called explicitly to flush
        // text to the screen.
        //
        // WARNING: be very careful calling this from elsewhere, because the refresh
        // needs almost the entire 256k of stack space!
        public static void UpdateScreen()
        {
            if (BlockDrawing || !_IsInitialized || _InUpdate)
            {
                return;
            }

            _InUpdate = true;
            try
            {
                if (MainForm.Instance != null)
                {
                    if ((MainForm.Instance.VSync == VSyncMode.On) != Vid.Wait)
                    {
                        MainForm.Instance.VSync = (Vid.Wait ? VSyncMode.On : VSyncMode.Off);
                    }
                }

                _VidDef.numpages = 2 + (int)_glTripleBuffer.Value;

                CopyTop         = false;
                _CopyEverything = false;

                if (IsDisabledForLoading)
                {
                    if ((Host.RealTime - _DisabledTime) > 60)
                    {
                        IsDisabledForLoading = false;
                        Con.Print("Load failed.\n");
                    }
                    else
                    {
                        return;
                    }
                }

                if (!Con.IsInitialized)
                {
                    return;     // not initialized yet
                }
                BeginRendering();

                //
                // determine size of refresh window
                //
                if (_OldFov != _Fov.Value)
                {
                    _OldFov = _Fov.Value;
                    _VidDef.recalc_refdef = true;
                }

                if (_OldScreenSize != _ViewSize.Value)
                {
                    _OldScreenSize        = _ViewSize.Value;
                    _VidDef.recalc_refdef = true;
                }

                if (_VidDef.recalc_refdef)
                {
                    CalcRefdef();
                }

                //
                // do 3D refresh drawing, and then update the screen
                //
                SetUpToDrawConsole();

                View.RenderView();

                Set2D();

                //
                // draw any areas not covered by the refresh
                //
                Scr.TileClear();

                if (_DrawDialog)
                {
                    Sbar.Draw();
                    Drawer.FadeScreen();
                    DrawNotifyString();
                    _CopyEverything = true;
                }
                else if (_DrawLoading)
                {
                    DrawLoading();
                    Sbar.Draw();
                }
                else if (Client.cl.intermission == 1 && Key.Destination == keydest_t.key_game)
                {
                    Sbar.IntermissionOverlay();
                }
                else if (Client.cl.intermission == 2 && Key.Destination == keydest_t.key_game)
                {
                    Sbar.FinaleOverlay();
                    CheckDrawCenterString();
                }
                else
                {
                    if (View.Crosshair > 0)
                    {
                        Drawer.DrawCharacter(_VRect.x + _VRect.width / 2, _VRect.y + _VRect.height / 2, '+');
                    }

                    DrawRam();
                    DrawNet();
                    DrawTurtle();
                    DrawPause();
                    CheckDrawCenterString();
                    Sbar.Draw();
                    DrawConsole();
                    Menu.Draw();
                }

                View.UpdatePalette();
                EndRendering();
            }
            finally
            {
                _InUpdate = false;
            }
        }