/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_background); // TODO: Add your drawing code here if (_nuklearContext.BeginTitled("demo2", "demo2", new RectangleF(50, 50, 200, 200), Nuklear.NK_WINDOW_BORDER | Nuklear.NK_WINDOW_MOVABLE | Nuklear.NK_WINDOW_SCALABLE | Nuklear.NK_WINDOW_MINIMIZABLE | Nuklear.NK_WINDOW_TITLE)) { _nuklearContext.LayoutRowStatic(30, 80, 1); _nuklearContext.LayoutRowDynamic(30, 1); _nuklearContext.ButtonText("Button"); _nuklearContext.LayoutRowDynamic(30, 2); if (_nuklearContext.OptionLabel("Tea", _isTea)) { _isTea = true; } if (_nuklearContext.OptionLabel("Coffee", !_isTea)) { _isTea = false; } _nuklearContext.ButtonColor(Color.Red); _nuklearContext.LayoutRowDynamic(30, 1); _nuklearContext.LayoutRowDynamic(30, 2); _nuklearContext.LabelColored("background", nk_text_align.NK_TEXT_LEFT, _background); if (_nuklearContext.ComboBeginColor(_background, new Vector2(_nuklearContext.WidgetWidth(), 400))) { _nuklearContext.LayoutRowDynamic(120, 1); _background = _nuklearContext.ColorPicker(_background.ToColorf(), 0).ToColor(); _nuklearContext.LayoutRowDynamic(25, 1); _background.R = (byte)_nuklearContext.Propertyi("#R", 0, _background.R, 255, 1, 1); _background.G = (byte)_nuklearContext.Propertyi("#G", 0, _background.G, 255, 1, 1); _background.B = (byte)_nuklearContext.Propertyi("#B", 0, _background.B, 255, 1, 1); _background.A = (byte)_nuklearContext.Propertyi("#A", 0, _background.A, 255, 1, 1); _nuklearContext.ComboEnd(); } _nuklearContext.LayoutRowDynamic(30, 1); _nuklearContext.LabelColored("Native Allocations: " + NativeMemory.Allocations, nk_text_align.NK_TEXT_LEFT, _background); } _nuklearContext.End(); _nuklearContext.Draw(); _perfGraph.Update(gameTime.ElapsedGameTime.TotalSeconds); _nvgContext.BeginFrame(_graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight, 1.0f); _perfGraph.Render(_nvgContext, 5, 5); _nvgContext.EndFrame(); /* _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); * _spriteBatch.Draw(_nuklearContext.Textures[0], Vector2.Zero, Color.White); * _spriteBatch.End();*/ base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_background); // TODO: Add your drawing code here if (_nuklearContext.BeginTitled("demo2", "demo2", new Rectangle(50, 50, 200, 200), Nuklear.NK_WINDOW_BORDER | Nuklear.NK_WINDOW_MOVABLE | Nuklear.NK_WINDOW_SCALABLE | Nuklear.NK_WINDOW_MINIMIZABLE | Nuklear.NK_WINDOW_TITLE)) { _nuklearContext.LayoutRowStatic(30, 80, 1); _nuklearContext.LayoutRowDynamic(30, 1); _nuklearContext.ButtonText("Button"); _nuklearContext.LayoutRowDynamic(30, 2); if (_nuklearContext.OptionLabel("Tea", _isTea)) { _isTea = true; } if (_nuklearContext.OptionLabel("Coffee", !_isTea)) { _isTea = false; } _nuklearContext.ButtonColor(Color.Red); _nuklearContext.LayoutRowDynamic(30, 1); _nuklearContext.LayoutRowDynamic(30, 2); _nuklearContext.LabelColored("background", Nuklear.NK_TEXT_LEFT, _background); if (_nuklearContext.ComboBeginColor(_background, new Vector2(_nuklearContext.WidgetWidth(), 400))) { _nuklearContext.LayoutRowDynamic(120, 1); _background = _nuklearContext.ColorPicker(_background, 0); _nuklearContext.LayoutRowDynamic(25, 1); _background.R = (byte)_nuklearContext.Propertyi("#R", 0, _background.R, 255, 1, 1); _background.G = (byte)_nuklearContext.Propertyi("#G", 0, _background.G, 255, 1, 1); _background.B = (byte)_nuklearContext.Propertyi("#B", 0, _background.B, 255, 1, 1); _background.A = (byte)_nuklearContext.Propertyi("#A", 0, _background.A, 255, 1, 1); _nuklearContext.ComboEnd(); } _nuklearContext.LayoutRowDynamic(30, 1); _nuklearContext.LabelColored("Sichem Allocated: " + Pointer.AllocatedTotal, Nuklear.NK_TEXT_LEFT, _background); } _nuklearContext.End(); _nuklearContext.Draw(); /* _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); * _spriteBatch.Draw(_nuklearContext.Textures[0], Vector2.Zero, Color.White); * _spriteBatch.End();*/ base.Draw(gameTime); }