示例#1
0
    // Startup
    public override void Startup(ContentManager content)
    {
        _UI.Startup(_G.Game, _G.GameInput);

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add(bundleIndex, "Textures\\UI_Box", "box");

        // load fonts
        _UI.Font.Add("Fonts\\", "SegoeUI");

        // setup common font styles
        UI.FontStyle fontStyle = new UI.FontStyle("SegoeUI");
        fontStyle.AddRenderPass(new UI.FontStyleRenderPass());
        _UI.Store_FontStyle.Add("Default", fontStyle);

        UI.FontStyle           fontStyleDS  = new UI.FontStyle("SegoeUI");
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride      = Color.Black;
        renderPassDS.AlphaMult          = 0.5f;
        renderPassDS.Offset             = new Vector3(0.05f, -0.05f, 0.0f);
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass(renderPassDS);
        fontStyleDS.AddRenderPass(new UI.FontStyleRenderPass());
        _UI.Store_FontStyle.Add("Default3dDS", fontStyleDS);

        // setup font icons
        _UI.Store_FontIcon.Add("A", new UI.FontIcon(_UI.Texture.Get("null"), 0.0f, 0.0f, 1.0f, 1.0f));
        _UI.Store_FontIcon.Add("B", new UI.FontIcon(_UI.Texture.Get("null"), 0.0f, 0.0f, 1.0f, 1.0f));

        // add initial screens
        _UI.Screen.AddScreen(new UI.Screen_Background());
        _UI.Screen.AddScreen(new UI.Screen_Start());
    }
    // Startup
    public override void Startup( ContentManager content )
    {
        _UI.Startup( _G.Game, _G.GameInput );

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add( bundleIndex, "Textures\\UI_Box", "box" );

        // load fonts
        _UI.Font.Add( "Fonts\\", "SegoeUI" );

        // setup common font styles
        UI.FontStyle fontStyle = new UI.FontStyle( "SegoeUI" );
        fontStyle.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default", fontStyle );

        UI.FontStyle fontStyleDS = new UI.FontStyle( "SegoeUI" );
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride = Color.Black;
        renderPassDS.AlphaMult = 0.5f;
        renderPassDS.Offset = new Vector3( 0.05f, -0.05f, 0.0f );
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass( renderPassDS );
        fontStyleDS.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default3dDS", fontStyleDS );

        // setup font icons
        _UI.Store_FontIcon.Add( "A", new UI.FontIcon( _UI.Texture.Get( "null" ), 0.0f, 0.0f, 1.0f, 1.0f ) );
        _UI.Store_FontIcon.Add( "B", new UI.FontIcon( _UI.Texture.Get( "null" ), 0.0f, 0.0f, 1.0f, 1.0f ) );

        // add initial screens
        _UI.Screen.AddScreen( new UI.Screen_Background() );
        _UI.Screen.AddScreen( new UI.Screen_Start() );
    }
示例#3
0
        // Copy
        public FontStyle Copy()
        {
            FontStyle o = new FontStyle();

            o.Font = Font;
            o.RenderState = RenderState;

            o.TrackingPercentage = TrackingPercentage;
            o.HeightPercentage = HeightPercentage;

            for ( int i = 0; i < RenderPasses.Count; ++i )
            o.AddRenderPass( RenderPasses[ i ].Copy() );

            return o;
        }
示例#4
0
    // Startup
    public override void Startup( ContentManager content )
    {
        _UI.Startup( _G.Game, _G.GameInput );

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add( bundleIndex, "Textures\\UI_Box", "box" );
        for (int i = 0; i < 4; i++)
        {
            _UI.Texture.AddDynamic(bundleIndex, "bag", "Textures\\tex" + i, "BagButtonTex" + i);
            _UI.Texture.AddDynamic(bundleIndex, "yifu", "Textures\\tex" + i, "ClothButtonTex"+i);
            _UI.Texture.Add(bundleIndex,"Textures\\tex"+i,"ClothTexture"+i);
        }

        //Add Dynamic Texture for Bag Model
        //_UI.Texture.AddDynamic(bundleIndex, "yifu", "Textures\\tex0", "BagDisplayUnit");
        // load fonts
        _UI.Font.Add( "Fonts\\", "SegoeUI" );

        // setup common font styles
        UI.FontStyle fontStyle = new UI.FontStyle( "SegoeUI" );
        fontStyle.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default", fontStyle );

        UI.FontStyle fontStyleDS = new UI.FontStyle( "SegoeUI" );
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride = Color.Black;
        renderPassDS.AlphaMult = 0.5f;
        renderPassDS.Offset = new Vector3( 0.05f, -0.05f, 0.0f );
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass( renderPassDS );
        fontStyleDS.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default3dDS", fontStyleDS );

        // setup font icons
        _UI.Store_FontIcon.Add( "A", new UI.FontIcon( _UI.Texture.Get( "null" ), 0.0f, 0.0f, 1.0f, 1.0f ) );
        _UI.Store_FontIcon.Add( "B", new UI.FontIcon( _UI.Texture.Get( "null" ), 0.0f, 0.0f, 1.0f, 1.0f ) );

        // add initial screens
        //_UI.Screen.AddScreen( new UI.Screen_Background() );
        //_UI.Screen.AddScreen( new UI.Screen_LevelSelect() );
        this.SideBars = new UI.SideBar();
        _UI.Screen.AddScreen(SideBars);
    }
示例#5
0
        // WidgetFPS
        public WidgetFPS()
            : base()
        {
            RenderPass = 0;
            Layer = _UI.Sprite.TopLayer;

            Position = new Vector3( _UI.SXR, _UI.SYT, 0.0f );
            Size = new Vector3( 30.0f );

            AddTexture( "null", 0.0f, 0.0f, 1.0f, 1.0f );

            FontStyle = _UI.Store_FontStyle.Get( "Default" );

            StringUI = new StringUI( 8 );

            FrameRate = 0;
            FrameCounter = 0;
            ElapsedTime = 0.0f;
        }
 public TimelineEffect_FontStyleTrackingPercentage( FontStyle fontStyle, float from, float to, E_LerpType lerpType )
     : base(from, to, lerpType)
 {
     FontStyle = fontStyle;
 }
示例#7
0
        // OnInit
        protected override void OnInit()
        {
            RenderState.BlendState = E_BlendState.NonPremultiplied; // handled in the FontStyle

            RenderSizeX = Size.X;
            RenderSizeY = Size.Y;

            if ( FontStyleName != null )
            FontStyle = _UI.Store_FontStyle.Get( FontStyleName );

            for ( int i = 0; i < FontEffects.Count; ++i )
            FontEffects[ i ].Bind( this );

            if ( Cache && ( SpriteListCache == null ) )
            SpriteListCache = new FontSpriteList();
        }
示例#8
0
        private unsafe Vector2 Process( ref StringProxy text, FontStyle fontStyle, float height, float wrapSizeX, E_FontProcessType processType )
        {
            if ( text.Length == 0 )
            return new Vector2();

            SpriteList.Reset();

            SpriteList.RenderPass = RenderPass;
            SpriteList.Layer = Layer;

            FontData fontData = fontStyle.Font.FontData;

            float startX = Position.X;
            float x = startX;
            float y = Position.Y;

            float scale = height / fontData.FontHeight;
            float charHeight = fontData.LineHeight * scale;
            float lineHeight = charHeight * fontStyle.HeightPercentage;
            float multY = _UI.Sprite.IsRenderPass3D( RenderPass ) ? -1.0f : 1.0f;

            int numLines = 1;

            fixed ( char* pString = text.String )
            fixed ( FontSprite* pSpriteStart = &SpriteList.Sprites[ 0 ] )
            fixed ( FontDataChar* pCharDataStart = &fontData.Characters[ 0 ] )
            {
            char* s = ( pString != null ) ? pString : text.StringUI;

            for ( int i = 0; i < text.Length; ++i )
            {
                char c = s[ i ];

                if ( c == '\n' )
                {
                    ++numLines;
                    y += ( lineHeight * multY );
                    x = startX;

                    ( pSpriteStart + SpriteList.RenderEnd - 1 )->BreakType = E_LetterBreakType.Line;

                    continue;
                }

                int characterIndex = fontData.GetCharacterIndex( c );
                FontDataChar* pCharData = ( pCharDataStart + characterIndex );

                if ( c == ' ' )
                {
                    // mark as potential wrap point unless we've already wrapped here
                    FontSprite* pSpriteEnd = ( pSpriteStart + SpriteList.RenderEnd - 1 );

                    if ( ( SpriteList.RenderEnd != 0 ) && ( pSpriteEnd->BreakType != E_LetterBreakType.Line ) )
                        pSpriteEnd->BreakType = E_LetterBreakType.Wrap;

                    // advance
                    x += ( pCharData->AdvanceX * scale );
                }
                else
                {
                    // check for icons
                    if ( ( ( i + 5 ) <= text.Length ) && ( c == '[' ) && ( s[ i + 1 ] == '[' ) )
                    {
                        int j = i + 2;

                        StringUI.Clear();

                        while ( ( j < text.Length ) && ( s[ j ] != ']' ) )
                            StringUI.Add( s[ j++ ] );

                        if ( ( ( j + 1 ) < text.Length ) && ( s[ j + 1 ] == ']' ) )
                        {
                            // valid format
                            int fontIconIndex = _UI.Store_FontIcon.Get( StringUI );

                            if ( fontIconIndex != -1 )
                            {
                                // add to list
                                FontIcon fontIcon = _UI.Store_FontIcon.Get( fontIconIndex );

                                FontSprite* pSprite = ( pSpriteStart + SpriteList.RenderEnd++ );

                                pSprite->Character = (char)0xffff;

                                pSprite->Position.X = x;
                                pSprite->Position.Y = y - ( ( ( charHeight * fontIcon.Scale ) - charHeight ) * 0.5f ) * multY;
                                pSprite->Position.Z = Position.Z;

                                float heightScaled = charHeight * fontIcon.Scale;
                                pSprite->Size.X = heightScaled * fontIcon.AspectRatio;
                                pSprite->Size.Y = heightScaled;

                                fixed ( SpriteColor* pColor = &fontIcon.Color )
                                {
                                    pSprite->Colors.CopyA( ref Colors );
                                    pSprite->Colors.MultA( pColor->A );

                                    pSprite->Colors.R( pColor->R );
                                    pSprite->Colors.G( pColor->G );
                                    pSprite->Colors.B( pColor->B );

                                    if ( Colors.PreMultipliedAlpha )
                                        pSprite->Colors.ToPremultiplied();
                                }

                                // set base texture
                                pSprite->Texture.TextureIndex = fontIcon.Texture.TextureIndex;
                                pSprite->Texture.PUV = fontIcon.Texture.PUV;
                                pSprite->Texture.SUV = fontIcon.Texture.SUV;

                                pSprite->BreakType = E_LetterBreakType.None;

                                pSprite->IconIndex = fontIconIndex;

                                // advance
                                x += pSprite->Size.X;

                                // advance string past the icon characters
                                i += ( 4 + StringUI.Length - 1 );
                            }
                        }
                    }
                    else
                    {
                        // add to list
                        FontSprite* pSprite = ( pSpriteStart + SpriteList.RenderEnd++ );

                        pSprite->Character = c;

                        pSprite->Position.X = x + ( pCharData->OffsetX * scale );
                        pSprite->Position.Y = y + ( pCharData->OffsetY * scale ) * multY;
                        pSprite->Position.Z = Position.Z;

                        pSprite->Size.X = pCharData->Width * scale;
                        pSprite->Size.Y = pCharData->Height * scale;

                        pSprite->Colors = Colors;

                        // set base texture
                        pSprite->Texture.TextureIndex = fontStyle.Font.TextureIndex;
                        pSprite->Texture.PUV.X = (float)pCharData->X / fontData.TextureWidth;
                        pSprite->Texture.PUV.Y = (float)pCharData->Y / fontData.TextureHeight;
                        pSprite->Texture.SUV.X = (float)pCharData->Width / fontData.TextureWidth;
                        pSprite->Texture.SUV.Y = (float)pCharData->Height / fontData.TextureHeight;

                        // second (optional) texture is set through the FontStyle when rendering

                        pSprite->BreakType = E_LetterBreakType.None;

                        pSprite->IconIndex = -1;

                        // advance
                        x += ( pCharData->AdvanceX * scale );

                        // kerning
                        if ( i != ( text.Length - 1 ) )
                            x += ( fontData.GetKerningAmount( c, s[ i + 1 ] ) * scale );
                    }
                }

                // check for wrapping
                if ( ( c != ' ' ) && ( wrapSizeX != 0.0f ) && ( ( x - startX ) > wrapSizeX ) )
                {
                    int iWrap = SpriteList.RenderEnd - 1;
                    FontSprite* pSpriteWrap = ( pSpriteStart + iWrap );

                    // search backwards until we find a place to wrap
                    while ( ( iWrap >= 0 ) && ( pSpriteWrap->BreakType != E_LetterBreakType.Wrap ) && ( pSpriteWrap->BreakType != E_LetterBreakType.Line ) )
                        pSpriteWrap = ( pSpriteStart + --iWrap );

                    bool wrapOnLine = false;

                    if ( iWrap != -1 )
                    {
                        if ( pSpriteWrap->BreakType == E_LetterBreakType.Line )
                            wrapOnLine = true; // word is longer than the wrap size
                        else
                            pSpriteWrap->BreakType = E_LetterBreakType.Line;
                    }
                    else
                    {
                        if ( SpriteList.RenderEnd > 1 )
                            wrapOnLine = true; // long first word with leading spaces, wtf
                    }

                    ++pSpriteWrap;

                    float diffX = pSpriteWrap->Position.X - startX;
                    float offsetX = x - pSpriteWrap->Position.X;

                    // shift the characters after the break point
                    for ( int j = ( iWrap + 1 ); j < SpriteList.RenderEnd; ++j )
                    {
                        pSpriteWrap->Position.X -= diffX;

                        if ( !wrapOnLine )
                            pSpriteWrap->Position.Y += ( lineHeight * multY );

                        ++pSpriteWrap;
                    }

                    ++numLines;

                    if ( !wrapOnLine )
                        y += ( lineHeight * multY );

                    x = startX + offsetX;
                }

                // tracking
                x += ( height * fontStyle.TrackingPercentage );
            }

            ( pSpriteStart + SpriteList.RenderEnd - 1 )->BreakType = E_LetterBreakType.Line;

            float totalHeight = ( ( numLines - 1 ) * lineHeight ) + charHeight;

            if ( processType == E_FontProcessType.Draw )
            {
                // align
                if ( ( Align != E_Align.TopLeft ) && ( Align != E_Align.None ) )
                {
                    Vector2 offset = _UI.Sprite.GetVertexOffsetAligned( 0, Align );

                    if ( ( Align == E_Align.MiddleLeft ) || ( Align == E_Align.BottomLeft ) )
                    {
                        // only just need to offset y
                        FontSprite* pSpriteToOffset = pSpriteStart;

                        for ( int i = 0; i < SpriteList.RenderEnd; ++i, ++pSpriteToOffset )
                            pSpriteToOffset->Position.Y -= ( totalHeight * offset.Y ) * multY;
                    }
                    else
                    {
                        // need to offset both x and y
                        int iLineStart = 0;

                        FontSprite* pSpriteLineEnd = pSpriteStart;

                        for ( int i = 0; i < SpriteList.RenderEnd; ++i, ++pSpriteLineEnd )
                        {
                            if ( pSpriteLineEnd->BreakType != E_LetterBreakType.Line )
                                continue;

                            float lineWidth = ( pSpriteLineEnd->Position.X + pSpriteLineEnd->Size.X ) - startX;

                            // offset every sprite on this line
                            FontSprite* pSpriteToOffset = ( pSpriteStart + iLineStart );

                            for ( int j = iLineStart; j <= i; ++j, ++pSpriteToOffset )
                            {
                                pSpriteToOffset->Position.X -= ( lineWidth * offset.X );
                                pSpriteToOffset->Position.Y -= ( totalHeight * offset.Y ) * multY;
                            }

                            iLineStart = i + 1;
                        }
                    }
                }

                // pre-render
                if ( FontEffects != null )
                {
                    for ( int i = 0; i < FontEffects.Count; ++i )
                        FontEffects[ i ].Process( SpriteList );

                    FontEffects = null;
                }

                // actual render
                fontStyle.Render( SpriteList, height );
            }

            return new Vector2( ( numLines == 1 ) ? ( x - startX ) : wrapSizeX, totalHeight );
            }
        }
示例#9
0
        // Process
        private Vector2 Process( ref StringProxy text, FontStyle fontStyle, int renderPass, int layer, ref Vector3 pos, float height, E_Align align, ref SpriteColors colors, float wrapSizeX )
        {
            RenderPass = renderPass;
            Layer = layer;
            Position = pos;
            Align = align;
            Colors = colors;

            if ( ( fontStyle.RenderState.BlendState == E_BlendState.AlphaBlend ) && !Colors.PreMultipliedAlpha )
            Colors.ToPremultiplied();

            return Process( ref text, fontStyle, height, wrapSizeX, E_FontProcessType.Draw );
        }
示例#10
0
 public Vector2 StringSize( StringUI text, FontStyle fontStyle, float height, float wrapSizeX )
 {
     StringProxy stringProxy = new StringProxy( text );
     return Process( ref stringProxy, fontStyle, height, wrapSizeX, E_FontProcessType.Size );
 }
示例#11
0
 public Vector2 Draw( StringUI text, FontStyle fontStyle, int renderPass, int layer, ref Vector3 pos, float height, E_Align align, ref SpriteColors colors, float wrapSizeX )
 {
     StringProxy stringProxy = new StringProxy( text );
     return Process( ref stringProxy, fontStyle, renderPass, layer, ref pos, height, align, ref colors, wrapSizeX );
 }
示例#12
0
    // Startup
    public override void Startup( ContentManager content )
    {
        _UI.Startup( _G.Game, _G.GameInput );

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add( bundleIndex, "Textures\\UI_Box", "box" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_Shine", "shine" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_Buttons", "buttons" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_FontMult", "font_mult" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_DebugMenu", "debug_menu" );
        _UI.Texture.Add( bundleIndex, "Textures\\tick", "tick" );

        _UI.Texture.Add( bundleIndex, "Textures\\World_1", "world_1" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_2", "world_2" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_3", "world_3" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_4", "world_4" );

        _UI.Texture.Add( bundleIndex, "Textures\\MM_NewGame", "mm_newgame" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_LevelSelect", "mm_levelselect" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_Options", "mm_options" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_Quit", "mm_quit" );

        _UI.Texture.Add( bundleIndex, "Textures\\CompanyLogo", "company_logo" );
        _UI.Texture.Add( bundleIndex, "Textures\\GameLogo", "game_logo" );

        // load fonts
        _UI.Font.Add( "Fonts\\", "Verdana" );
        _UI.Font.Add( "Fonts\\", "Impact" );

        // everyone has initial control
        _UI.PrimaryPad = -1;

        // setup colors
        _UI.Store_Color.Add( "Blue", 0xff0000ff );
        _UI.Store_Color.Add( "Red", 0xffff0000 );

        // setup timelines
        UI.Timeline timelineText = new UI.Timeline( "selected", false, 0.0f, 0.25f, UI.E_TimerType.Stop, UI.E_RestType.Start );
        timelineText.AddEffect( new UI.TimelineEffect_ColorLerp( Color.Orange, UI.E_LerpType.SmoothStep ) );
        _UI.Store_Timeline.Add( "text_selected_color", timelineText );

        UI.Timeline timeline_StartAlpha = new UI.Timeline( "start", false, 0.0f, 0.25f, UI.E_TimerType.Stop, UI.E_RestType.Start );
        timeline_StartAlpha.AddEffect( new UI.TimelineEffect_Alpha( -1.0f, 0.0f, UI.E_LerpType.SmoothStep ) );
        _UI.Store_Timeline.Add( "text_start_alpha", timeline_StartAlpha );

        // setup textures
        UI.SpriteTexture texture = new UI.SpriteTexture( "buttons", 0.0f, 0.0f, 0.5f, 1.0f );
        _UI.Store_Texture.Add( "buttons_half", texture );

        // setup font styles
        UI.FontStyle fontStyle = new UI.FontStyle( "Impact" );
        fontStyle.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default", fontStyle );

        UI.FontStyle fontStyleDS = new UI.FontStyle( "Impact" );
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride = Color.Black;
        renderPassDS.AlphaMult = 0.5f;
        renderPassDS.Offset = new Vector3( 0.05f, -0.05f, 0.0f );
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass( renderPassDS );
        fontStyleDS.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "DefaultDS", fontStyleDS );

        // setup font effects
        UI.FontEffect fontEffect = new UI.FontEffect_Scale( 0.0625f, 0.25f, 2.0f, 1.0f, 2.0f, 1.0f, 2.0f, UI.E_LerpType.Sin );
        _UI.Store_FontEffect.Add( "menu_item_scale", fontEffect );

        // setup font icons
        _UI.Store_FontIcon.Add( "A", new UI.FontIcon( _UI.Texture.Get( "buttons" ), 0.0f, 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "B", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 63.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "X", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 126.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "Y", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 189.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );

        // setup widgets
        UI.WidgetText text = new UI.WidgetText();
        text.ColorBase = Color.White;
        text.Align = UI.E_Align.TopCentre;
        text.Position = new Vector3( 0.0f, 18.0f, 0.0f );
        text.Size = new Vector3( 0.0f, 3.0f, 0.0f );
        text.Alpha = 0.5f;
        text.FontStyleName = "Default";
        text.AddTimeline( "text_start_alpha" );
        text.RenderPass = 1;
        _UI.Store_Widget.Add( "font_effect_text", text );

        // set initial screen
        PlayState = E_PlayState.TestUI;

        if ( PlayState == E_PlayState.GameWorld )
        {
            _G.Game.DoLayerUpdate( E_Layer.LevelEditor, false );
            _G.Game.DoLayerRender( E_Layer.LevelEditor, false );
            _UI.Screen.AddScreen( new UI.HUD() );
        }
        else
        if ( PlayState == E_PlayState.LevelEditor )
        {
            _G.Game.DoLayerUpdate( E_Layer.GameWorld, false );
            _G.Game.DoLayerRender( E_Layer.GameWorld, false );
            _UI.Screen.AddScreen( new UI.LevelEditorHUD() );
        }
        else
        if ( PlayState == E_PlayState.TestUI )
        {
            _G.Game.DoLayerUpdate( E_Layer.GameWorld, false );
            _G.Game.DoLayerRender( E_Layer.GameWorld, false );
            _G.Game.DoLayerUpdate( E_Layer.LevelEditor, false );
            _G.Game.DoLayerRender( E_Layer.LevelEditor, false );
            _UI.Screen.AddScreen( new UI.Test() );
        }
    }