/// <summary> /// Initializes the DebugSystem and adds all components to the game's Components collection. /// </summary> /// <param name="game">The game using the DebugSystem.</param> #endregion /// <param name="debugFont">The font to use by the DebugSystem.</param> /// <returns>The DebugSystem for the game to use.</returns> public static DebugSystem Initialize(Game game, string debugFont) { // if the singleton exists, return that; we don't want two systems being created for a game if (singletonInstance != null) { return(singletonInstance); } // Create the system singletonInstance = new DebugSystem(); // Create all of the system components singletonInstance.DebugManager = new DebugManager(game, debugFont); game.Components.Add(singletonInstance.DebugManager); singletonInstance.DebugCommandUI = new DebugCommandUI(game); game.Components.Add(singletonInstance.DebugCommandUI); singletonInstance.FpsCounter = new FpsCounter(game); game.Components.Add(singletonInstance.FpsCounter); singletonInstance.TimeRuler = new TimeRuler(game); game.Components.Add(singletonInstance.TimeRuler); #if !WINDOWS_PHONE singletonInstance.RemoteDebugCommand = new RemoteDebugCommand(game); game.Components.Add(singletonInstance.RemoteDebugCommand); #endif return(singletonInstance); }
/// <summary> /// Initialize the game's debug console. /// </summary> public override void LoadContent() { base.LoadContent(); debugSystem = DebugSystem.Instance; }
protected override void Initialize() { // Initialize the debug system with the game and the name of the font // we want to use for the debugging debugSystem = DebugSystem.Initialize(this, @"Fonts\GameScreenFont16px"); base.Initialize(); }
/// <summary> /// Initializes the DebugSystem and adds all components to the game's Components collection. /// </summary> /// <param name="game">The game using the DebugSystem.</param> #endregion /// <param name="debugFont">The font to use by the DebugSystem.</param> /// <returns>The DebugSystem for the game to use.</returns> public static DebugSystem Initialize(Game game, string debugFont) { // if the singleton exists, return that; we don't want two systems being created for a game if (singletonInstance != null) return singletonInstance; // Create the system singletonInstance = new DebugSystem(); // Create all of the system components singletonInstance.DebugManager = new DebugManager(game, debugFont); game.Components.Add(singletonInstance.DebugManager); singletonInstance.DebugCommandUI = new DebugCommandUI(game); game.Components.Add(singletonInstance.DebugCommandUI); singletonInstance.FpsCounter = new FpsCounter(game); game.Components.Add(singletonInstance.FpsCounter); singletonInstance.TimeRuler = new TimeRuler(game); game.Components.Add(singletonInstance.TimeRuler); #if !WINDOWS_PHONE singletonInstance.RemoteDebugCommand = new RemoteDebugCommand(game); game.Components.Add(singletonInstance.RemoteDebugCommand); #endif return singletonInstance; }