/// <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(Microsoft.Xna.Framework.Color.White); // TODO: Add your drawing code here spriteBatch.Begin(); foreach (var actor in actors) { actor.Draw(currentCamera.ViewMatrix, currentCamera.ProjectionMatrix); actor.Draw(spriteBatch); } if (!IsMouseVisible) { mouseDisplayActor.Draw(spriteBatch); mouseDisplayActor.Draw(currentCamera.ViewMatrix, currentCamera.ProjectionMatrix); } spriteBatch.End(); _desktop.Bounds = new Rectangle(0, 0, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); _desktop.Render(); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { base.Draw(gameTime); host.Bounds = new Rectangle(0, 0, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); host.Render(); }
protected override void Draw(GameTime gameTime) { if (RenderContext == null) { return; } GraphicsDevice.Clear(Color.Black); if (ScreenContainer.HasActiveScreen) { RenderContext.SpriteBatch.Begin(); ScreenContainer.Screen.RenderBackgroundFrame(RenderContext); RenderContext.SpriteBatch.End(); desktop.Render(); RenderContext.SpriteBatch.Begin(); ScreenContainer.Screen.RenderForegroundFrame(RenderContext); RenderContext.SpriteBatch.End(); } base.Draw(gameTime); }