/// <summary> /// Register a <see cref="Scene"/> to be managed by Morro. /// </summary> /// <param name="scene">The scene you want to be registered.</param> public static void RegisterScene(Scene scene) { scenes.Register(scene.Name, scene); }
/// <summary> /// Load a <see cref="Texture2D"/> into memory. /// </summary> /// <param name="name">The name that the image being loaded will be referenced as.</param> /// <param name="path">The relative path to the image contained in the Content folder.</param> public static void LoadImage(string name, string path) { textures.Register(name, Engine.Instance.Content.Load <Texture2D>(path)); }
/// <summary> /// Load a <see cref="SoundEffect"/> into memory. /// </summary> /// <param name="name">The name that the .wav file being loaded will be referenced as.</param> /// <param name="path">The relative path to the .wav file contained in the Content folder.</param> public static void LoadSoundEffect(string name, string path) { soundEffects.Register(name, Engine.Instance.Content.Load <SoundEffect>(path)); }
/// <summary> /// Save an <see cref="InputProfile"/> for future reference. /// </summary> /// <param name="profile"> The input profile that should be saved.</param> public static void SaveProfile(InputProfile profile) { profiles.Register(profile.Name, profile); }
/// <summary> /// Load a <see cref="BMFont"/> into memory. /// </summary> /// <param name="name">The name that the BMFont being loaded will be referenced as.</param> /// <param name="path">The relative path to the BMFont contained in the Content folder.</param> public static void LoadFont(string name, string path) { fonts.Register(name, Engine.Instance.Content.Load <BMFont>(path)); }
/// <summary> /// Register <see cref="GeometryData"/> to be managed by Morro. /// </summary> /// <param name="name">The name that the shape data being registered will be referenced as.</param> /// <param name="shapeData">The shape data you want to be registered.</param> public static void RegisterShapeData(string name, GeometryData shapeData) { shapes.Register(name, shapeData); }
/// <summary> /// Register new <see cref="SpriteData"/> to be managed by Morro. /// </summary> /// <param name="name">The name the new sprite data should have.</param> /// <param name="x">The pixel coordinate's x-value, relative the spritesheet's top-left, that the sprite should start at.</param> /// <param name="y">The pixel coordinate's y-value, relative the spritesheet's top-left, that the sprite should start at.</param> /// <param name="width">The width of the sprite.</param> /// <param name="height">The height of the sprite.</param> /// <param name="spriteSheet">The name of the image registered via <see cref="AssetManager.LoadImage(string, string)"/> that the sprite data is referencing.</param> public static void RegisterSpriteData(string name, int x, int y, int width, int height, string spriteSheet) { spriteDataLookup.Register(name, new SpriteData(x, y, width, height, spriteSheet)); }
/// <summary> /// Register a <see cref="DebugEntry"/> to be managed by Morro. /// </summary> /// <param name="debugEntry">The debug entry you want to register.</param> public static void RegisterDebugEntry(DebugEntry debugEntry) { debugEntries.Register(debugEntry.Name, debugEntry); }
/// <summary> /// Register a <see cref="Camera"/> to be managed by Morro. /// </summary> /// <param name="camera">The camera you want to be registered.</param> public static void RegisterCamera(Camera camera) { cameras.Register(camera.Name, camera); }
/// <summary> /// Load a <see cref="Effect"/> into memory. /// </summary> /// <param name="name">The name that the effect being loaded will be referenced as.</param> /// <param name="path">The relative path to the effect contained in the Content folder.</param> public static void LoadEffect(string name, string path) { effects.Register(name, contentManager.Load <Effect>(path)); }
/// <summary> /// Load a <see cref="Texture2D"/> into memory. /// </summary> /// <param name="name">The name that the image being loaded will be referenced as.</param> /// <param name="path">The relative path to the image contained in the Content folder.</param> public static void LoadImage(string name, string path) { textures.Register(name, contentManager.Load <Texture2D>(path)); }
/// <summary> /// Load a <see cref="Model"/> into memory. /// </summary> /// <param name="name">The name that the model being loaded will be referenced as.</param> /// <param name="path">The relative path to the model contained in the Content folder.</param> public static void LoadModel(string name, string path) { models.Register(name, contentManager.Load <Model>(path)); }
/// <summary> /// Load a <see cref="SpriteAtlas"/> into memory. /// </summary> /// <param name="name">The name that the sprite atlas being loaded will be referenced as.</param> /// <param name="path">The relative path to the sprite atlas contained in the Content folder.</param> public static void LoadSpriteAtlas(string name, string path) { atlases.Register(name, contentManager.Load <SpriteAtlas>(path).LoadSpriteSheet(path)); }
/// <summary> /// Load a <see cref="BMFont"/> into memory. /// </summary> /// <param name="name">The name that the BMFont being loaded will be referenced as.</param> /// <param name="path">The relative path to the BMFont contained in the Content folder.</param> public static void LoadFont(string name, string path) { fonts.Register(name, contentManager.Load <BMFont>(path).LoadPages(path)); }