public StartupLoadingScene() : base() { NextSceneType = typeof(TitleScene); ClearColour = Color.White; _progressGaugeSpinner = null; }
private void SetupProgressGauge() { float progressGaugeLeftEdge = Definitions.Back_Buffer_Center.X - (Progress_Gauge_Total_Width / 2); float spinnerRadius = TextureManager.Textures [Spinner_Texture].Width / 2.0f; _progressGaugeSpinner = new DisposableSimpleDrawableObject () { Texture = TextureManager.Textures[Spinner_Texture], Frame = TextureManager.Textures[Spinner_Texture].Bounds, Origin = new Vector2(spinnerRadius, spinnerRadius), RenderLayer = 2, Visible = true }; _progressGaugeSpinner.WorldPosition = new Vector2(progressGaugeLeftEdge + spinnerRadius, Progress_Gauge_Center_Y); RegisterGameObject(_progressGaugeSpinner); Vector2 progressBarContainerTopLeft = new Vector2( progressGaugeLeftEdge + ((spinnerRadius * 2.0f) + Progress_Container_Margin), Progress_Gauge_Center_Y - ((Progress_Bar_Height / 2.0f) + Progress_Container_Margin)); Point progressBarContainerDimensions = new Point( Progress_Gauge_Total_Width - (int)((spinnerRadius * 2.0f) + Progress_Container_Margin), Progress_Bar_Height + (Progress_Container_Margin * 2)); RegisterGameObject( new Box() { Position = progressBarContainerTopLeft, Dimensions = progressBarContainerDimensions, EdgeTexture = TextureManager.Textures[Pixel_Texture], EdgeTint = Color.CornflowerBlue, BackgroundTexture = TextureManager.Textures[Pixel_Texture], BackgroundTint = Color.White, RenderLayer = 4, Visible = true }); _progressBarX = (int)progressBarContainerTopLeft.X + Progress_Container_Margin; _progressBarY = (int)progressBarContainerTopLeft.Y + Progress_Container_Margin; _progressBarWidth = progressBarContainerDimensions.X - (Progress_Container_Margin * 2); }