public MyMenuManager(Game game, InputManagerParameters inputManagerParameters, CameraManager cameraManager, SpriteBatch spriteBatch, EventDispatcher eventDispatcher, StatusType statusType) : base(game, inputManagerParameters, cameraManager, spriteBatch, eventDispatcher, statusType) { }
protected override void Initialize() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //add the component to handle all system events this.eventDispatcher = new EventDispatcher(this, 20); Components.Add(this.eventDispatcher); this.resolution = ScreenUtility.XVGA; this.screenCentre = this.resolution / 2; InitializeGraphics(); InitializeEffects(); InitializeDictionaries(); LoadAssets(); //Keyboard this.keyboardManager = new KeyboardManager(this); Components.Add(this.keyboardManager); //Mouse bool bMouseVisible = true; this.mouseManager = new MouseManager(this, bMouseVisible); this.mouseManager.SetPosition(this.screenCentre); Components.Add(this.mouseManager); //bundle together for easy passing this.inputManagerParameters = new InputManagerParameters(this.mouseManager, this.keyboardManager); //this is a list that updates all cameras this.cameraManager = new CameraManager(this, 3); Components.Add(this.cameraManager); //Object3D this.object3DManager = new ObjectManager(this, this.cameraManager, this.eventDispatcher, StatusType.Drawn | StatusType.Update); Components.Add(this.object3DManager); //Sound this.soundManager = new SoundManager(this, this.eventDispatcher, StatusType.Update, "Content/Assets/Audio/", "Demo2DSound.xgs", "WaveBank1.xwb", "SoundBank1.xsb"); Components.Add(this.soundManager); //Menu this.menuManager = new MenuManager(this, this.inputManagerParameters, this.cameraManager, this.spriteBatch, this.eventDispatcher, StatusType.Off); Components.Add(this.menuManager); int scale = 1250; InitializeGround(scale); InitializeSkyBox(scale); InitializeTorusDecorator(); InitializeSemiTransparentDecorators(); InitializeDrivableObject(); InitialiseDecoratorClones(); InitializeCameras(ScreenLayoutType.Pip); InitializeMainMenu(); InitializeOptionMenu(); this.menuManager.SetActiveMenu(AppData.MenuMainID); //since debug needs sprite batch then call here InitializeDebug(true); base.Initialize(); }