/// <summary> /// Initializes loading of resources. /// </summary> /// <param name="ScreenMgr">A ScreenManager instance, used to access a GraphicsDevice.</param> public static void InitLoading(ScreenManager ScreenMgr) { myLoadingScreenEWH = new EventWaitHandle(false, EventResetMode.ManualReset, "Go_Away_Stupid_Loading_Screen_GO_U_HEARD_ME_DONT_MAKE_ME_GET_MY_STICK_OUT"); ThreadPool.QueueUserWorkItem(new WaitCallback(LoadContent), ScreenMgr); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here int Channel = Bass.BASS_StreamCreateFile("Sounds\\BUTTON.WAV", 0, 0, BASSFlag.BASS_DEFAULT); UISounds.AddSound(new UISound(0x01, Channel)); ScreenMgr = new ScreenManager(this, Content.Load<SpriteFont>("ComicSans"), Content.Load<SpriteFont>("ComicSansSmall")); SceneMgr = new SceneManager(this); //Make the screenmanager, scenemanager and the startup path globally available to all Lua scripts. LuaInterfaceManager.ExportObject("ScreenManager", ScreenMgr); LuaInterfaceManager.ExportObject("ThreeDManager", SceneMgr); LuaInterfaceManager.ExportObject("StartupPath", GlobalSettings.Default.StartupPath); LuaInterfaceManager.ExportObject("GraphicsWidth", GlobalSettings.Default.GraphicsWidth); LuaInterfaceManager.ExportObject("GraphicsHeight", GlobalSettings.Default.GraphicsHeight); LoadStrings(); ScreenMgr.TextDict = m_TextDict; if (GlobalSettings.Default.GraphicsWidth == 800) ScreenMgr.LoadInitialScreen("gamedata\\luascripts\\loading.lua"); else ScreenMgr.LoadInitialScreen("gamedata\\luascripts\\loading_1024.lua"); ContentManager.InitLoading(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new UISpriteBatch(GraphicsDevice, 3); // TODO: use this.Content to load your game content here int Channel = Bass.BASS_StreamCreateFile("Sounds\\BUTTON.WAV", 0, 0, BASSFlag.BASS_DEFAULT); UISounds.AddSound(new UISound(0x01, Channel)); GameFacade.MainFont = new TSOClient.Code.UI.Framework.Font(); GameFacade.MainFont.AddSize(10, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_10px")); GameFacade.MainFont.AddSize(12, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_12px")); GameFacade.MainFont.AddSize(14, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_14px")); GameFacade.MainFont.AddSize(16, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_16px")); GameFacade.SoundManager = new TSOClient.Code.Sound.SoundManager(); GameFacade.GameThread = Thread.CurrentThread; ScreenMgr = new ScreenManager(this, Content.Load<SpriteFont>("ComicSans"), Content.Load<SpriteFont>("ComicSansSmall")); SceneMgr = new SceneManager(this); GameFacade.Controller = new GameController(); GameFacade.Screens = ScreenMgr; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; /** Init any computed values **/ GameFacade.Init(); GameFacade.LastUpdateState = m_UpdateState; GameFacade.Strings = new ContentStrings(); GameFacade.Controller.StartLoading(); }
public GameScreen(ScreenManager ScreenMgr) { m_ScreenMgr = ScreenMgr; }