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https://github.com/P3D-Legacy/P3D-Legacy.git
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Fixed OpenTK issues in NewInventoryScreen.
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parent
498c0b29ee
commit
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@ -10,6 +10,11 @@ Public Class NewInventoryScreen
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Private _translation As Globalization.Classes.LOCAL_InventoryScreen
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Private target_1 As RenderTarget2D
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Private target_2 As RenderTarget2D
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Private itemBatch As CoreSpriteBatch
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Private infoBatch As CoreSpriteBatch
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''' <summary>
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''' Texture from file: GUI\Menus\General
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''' </summary>
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@ -112,6 +117,10 @@ Public Class NewInventoryScreen
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Public Sub New(ByVal currentScreen As Screen)
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_translation = New Globalization.Classes.LOCAL_InventoryScreen()
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target_1 = New RenderTarget2D(GraphicsDevice, 816, 400 - 32, False, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents)
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target_2 = New RenderTarget2D(GraphicsDevice, 500, 368)
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itemBatch = New CoreSpriteBatch(GraphicsDevice)
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infoBatch = New CoreSpriteBatch(GraphicsDevice)
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Identification = Identifications.InventoryScreen
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PreScreen = currentScreen
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@ -248,12 +257,11 @@ Public Class NewInventoryScreen
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'Bring back when Monogame begins supporting this stuff
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' Dim target As New RenderTarget2D(GraphicsDevice, 816, CInt(_enrollY) - 32, False, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.PreserveContents)
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Dim target As New RenderTarget2D(GraphicsDevice, 816, CInt(_enrollY) - 32, False, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents)
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GraphicsDevice.SetRenderTarget(target)
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GraphicsDevice.SetRenderTarget(target_1)
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GraphicsDevice.Clear(Color.Transparent)
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'Create a designated sprite batch:
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Dim itemBatch As New CoreSpriteBatch(GraphicsDevice)
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itemBatch.BeginBatch()
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Dim itemPanelAlpha As Integer = CInt(If(_tabInControl, 180, 255) * _interfaceFade)
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@ -294,7 +302,7 @@ Public Class NewInventoryScreen
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'When the info is visible, draw it:
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If _infoSize > 0 Then
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DrawInfo(itemBatch, target)
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DrawInfo(itemBatch, target_1)
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End If
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itemBatch.EndBatch()
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@ -307,7 +315,7 @@ Public Class NewInventoryScreen
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drawheight = CInt(_enrollY) - 32
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End If
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SpriteBatch.Draw(target, New Rectangle(halfWidth - 400, halfHeight - 200 + 48, 816, drawheight), mainBackgroundColor)
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SpriteBatch.Draw(target_1, New Rectangle(halfWidth - 400, halfHeight - 200 + 48, 816, drawheight), mainBackgroundColor)
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End If
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End Sub
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@ -320,11 +328,9 @@ Public Class NewInventoryScreen
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'Bring back when Monogame begins supporting this stuff
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' Dim target As New RenderTarget2D(GraphicsDevice, _infoSize, 368, False, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.PreserveContents)
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Dim target As New RenderTarget2D(GraphicsDevice, _infoSize, 368, False, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.DiscardContents)
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GraphicsDevice.SetRenderTarget(target)
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GraphicsDevice.SetRenderTarget(target_2)
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'Render background:
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Dim infoBatch As New CoreSpriteBatch(GraphicsDevice)
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infoBatch.BeginBatch()
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For y = 0 To 368 Step 16
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For x = 0 To _infoSize + 16 Step 16
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@ -383,7 +389,7 @@ Public Class NewInventoryScreen
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'Set the target that was previously active and render the new target on top of that:
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GraphicsDevice.SetRenderTarget(preTarget)
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preBatch.Draw(target, New Rectangle(_infoPosition + 80, 0, target.Width, target.Height), Color.White)
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preBatch.Draw(target_2, New Rectangle(_infoPosition + 80, 0, target_2.Width, target_2.Height), Color.White)
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End Sub
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''' <summary>
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