void UILoadingTransition::Draw(const UIGeometricData &geometricData) { if (backgroundSprite) { Sprite::DrawState drawState; drawState.SetRenderState(RenderState::RENDERSTATE_2D_BLEND); drawState.SetPosition(geometricData.position); backgroundSprite->Draw(&drawState); } if (animationSprite) { int frame = (int32)((animationTime/animationDuration) * animationSprite->GetFrameCount()); if (frame > animationSprite->GetFrameCount() - 1) frame = animationSprite->GetFrameCount() - 1; Sprite::DrawState drawState; drawState.SetRenderState(RenderState::RENDERSTATE_2D_BLEND); drawState.SetFrame(frame); drawState.SetPosition(geometricData.position); animationSprite->Draw(&drawState); } }
void UIScreenTransition::Draw(const UIGeometricData &geometricData) { Sprite::DrawState drawState; drawState.SetRenderState(RenderState::RENDERSTATE_2D_BLEND); drawState.SetScale(0.5f, 1.0f); drawState.SetPosition(0, 0); renderTargetPrevScreen->Draw(&drawState); drawState.SetScale(0.5f, 1.0f); drawState.SetPosition((Core::Instance()->GetVirtualScreenXMax() - Core::Instance()->GetVirtualScreenXMin()) / 2.0f, 0); renderTargetNextScreen->Draw(&drawState); }