Represents a list of consoles. By calling the Update or Render methods, all contained consoles will be called in order.
Inheritance: IConsoleList
Exemple #1
0
        /// <summary>
        /// Prepares the engine for use. This must be the first method you call on the engine.
        /// </summary>
        /// <param name="device"></param>
        public static void Initialize(GraphicsDevice device)
        {
            if (Device == null)
            {
                Device = device;
            }

            // setup background cell
#if !SHARPDX
            BackgroundCell = new Texture2D(Device, 1, 1, false, SurfaceFormat.Color);
#else
            BackgroundCell = Texture2D.New(Device, 1, 1, PixelFormat.R8G8B8A8.UInt);
#endif
            Color[] newPixels = new Color[1];
            BackgroundCell.GetData <Color>(newPixels);
            for (int pixel = 0; pixel < 1; pixel++)
            {
                newPixels[pixel] = Color.White;
            }
            BackgroundCell.SetData <Color>(newPixels);

            Fonts = new FontCollection();
            ConsoleRenderStack = new Consoles.ConsoleList();
            RegisterCellEffect <Effects.Blink>();
            RegisterCellEffect <Effects.BlinkCharacter>();
            RegisterCellEffect <Effects.ConcurrentEffect>();
            RegisterCellEffect <Effects.Delay>();
            RegisterCellEffect <Effects.EffectsChain>();
            RegisterCellEffect <Effects.Fade>();
            RegisterCellEffect <Effects.Recolor>();
        }
Exemple #2
0
        private static void SetupFontAndEffects(string font)
        {
            Fonts = new Dictionary <string, FontMaster>();
            ConsoleRenderStack = new Consoles.ConsoleList();
            RegisterCellEffect <Effects.Blink>();
            RegisterCellEffect <Effects.BlinkGlyph>();
            RegisterCellEffect <Effects.ConcurrentEffect>();
            RegisterCellEffect <Effects.Delay>();
            RegisterCellEffect <Effects.EffectsChain>();
            RegisterCellEffect <Effects.Fade>();
            RegisterCellEffect <Effects.Recolor>();

            // Load the default font and screen size
            DefaultFont = LoadFont(font).GetFont(Font.FontSizes.One);
        }