// TODO probably remove this method because no longer used. Update handled in game objects public static void Update() { SpriteBatchManager pMan = SpriteBatchManager.PrivGetInstance(); Debug.Assert(pMan != null); // walk through the list and render SpriteBatch pSpriteBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSpriteBatch != null) { SpriteBaseNodeManager pSBNodeMan = pSpriteBatch.GetSBNodeManager(); Debug.Assert(pSBNodeMan != null); SpriteBaseNode pNode = (SpriteBaseNode)pSBNodeMan.BaseGetActive(); while (pNode != null) { pNode.pSpriteBase.Update(); pNode = (SpriteBaseNode)pNode.GetNext(); } pSpriteBatch = (SpriteBatch)pSpriteBatch.GetNext(); } }
public static void Draw() { SpriteBatchManager pMan = SpriteBatchManager.PrivGetInstance(); Debug.Assert(pMan != null); SpriteBatch pSpriteBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSpriteBatch != null) { SBNodeManager pSBNodeMan = pSpriteBatch.GetSBNodeManager(); Debug.Assert(pSBNodeMan != null); pSBNodeMan.Draw(); pSpriteBatch = (SpriteBatch)pSpriteBatch.pNext; } }
public static void Draw() { SpriteBatchManager pMan = SpriteBatchManager.PrivGetInstance(); Debug.Assert(pMan != null); // walk through the list and render SpriteBatch pSpriteBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSpriteBatch != null) { if (pSpriteBatch.enabled) { SpriteBaseNodeManager pSBNodeMan = pSpriteBatch.GetSBNodeManager(); Debug.Assert(pSBNodeMan != null); pSBNodeMan.Draw(); } pSpriteBatch = (SpriteBatch)pSpriteBatch.GetNext(); } }
public static void Draw() { SpriteBatchManager pMan = SpriteBatchManager.pActiveSBMan; Debug.Assert(pMan != null); // walk through the list and render SpriteBatch pSpriteBatch = (SpriteBatch)pMan.BaseGetActive(); while (pSpriteBatch != null) { if (pSpriteBatch.GetDrawBool()) { SpriteNodeManager pSBNodeMan = pSpriteBatch.GetSpriteNodeManager(); Debug.Assert(pSBNodeMan != null); // Kick the can pSBNodeMan.Draw(); } pSpriteBatch = (SpriteBatch)pSpriteBatch.pNext; } }