public void setPixel32(int x, int y, uint color) { //Hmmmm, hacky much - haha if (PixelData.ContainsKey(texture) == false) { var pixelData = new Color[texture.Width * texture.Height]; texture.GetData(pixelData); PixelData[texture] = pixelData; } PixelData[texture][(y * texture.Width) + x] = FlashRenderer.UIntToColor(color); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { PresentationParameters pp = GraphicsDevice.PresentationParameters; SurfaceFormat format = pp.BackBufferFormat; SpriteFont = Content.Load <SpriteFont>("textures/font-sprites"); _mousepointerTexture = Content.Load <Texture2D>("textures/Mousepointer"); SpriteBatch = new SpriteBatch(GraphicsDevice); _sceneRenderTarget = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false, format, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents); FlashRenderer.LoadContent(Content, GraphicsDevice); FlashRenderer.Register(_sceneRenderTarget); Renderer.LoadContent(Content); SoundLibrary.LoadContent(Content); Level.LoadContent(Content); PostProcess.LoadContent(); }
public XnaGame() { Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.InvariantCulture; Instance = this; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsFixedTimeStep = true; IsMouseVisible = false; #if WINDOWS _graphics.PreferredBackBufferWidth = 960; _graphics.PreferredBackBufferHeight = 640; _mousepointer = true; #elif XBOX360 _graphics.PreferredBackBufferWidth = 1280; _graphics.PreferredBackBufferHeight = 720; _mousepointer = true; #elif WINDOWS_PHONE _graphics.PreferredBackBufferFormat = SurfaceFormat.Color; _mousepointer = false; #endif //Make 30 FPS or put a key limiter on KeyDown! TargetElapsedTime = TimeSpan.FromSeconds(1 / 60.0f); StorageManager = new StorageManager("EndingXNA"); StorageManager.ShowStorageGuide(); StorageManager.StorageDeviceAction += (sender, e) => { if (e.DialogAction == DialogAction.Select) { Game.LoadFromUserStorage(e.StorageContainer); } }; FlashRenderer = new FlashRenderer(); //Post processing effects for bloom, fisheye and scanlines... PostProcess = new PostProcess(this, null); #if WINDOWS || XBOX360 PostProcess.AddProcessor(new BloomProcessor(this) { Active = true, Settings = BloomProcessor.BloomSettings.PresetSettings[7] }); PostProcess.AddProcessor(new BarrelDistortionProcessor(this) { Active = false }); PostProcess.AddProcessor(new ScanlinesProcessor(this) { Active = false, ScanlinesValue = 0.25f }); Components.Add(new GamerServicesComponent(this)); Components.Add(ThreadPoolComponent = new ThreadPoolComponent(this)); #endif }