protected override void Initialize() { // TODO: Add your initialization logic here uiContext = new UIContext(new InputManager(), this); // view from slightly above and to the right, but far away TODO: for some reason we aren't looking at 0, 0, 0?? uiContext.Camera = new FPSCamera(new Vector3(-2, 2, -10), new Vector3(0, 0, 0)); var renderSubject = TemplateManager.Load("zdata.txt", "Spaceship1", GraphicsDevice); mainGameObject = new MainGameObject(uiContext, renderSubject); mainGameObject.Focus(); int radii = 5; cursorTexture = new Texture2D(GraphicsDevice, radii * 2 + 1, radii * 2 + 1); Color[] data = new Color[(radii * 2 + 1) * (radii * 2 + 1)]; for (int i = 0; i < radii * 2 + 1; i++) { data[i + (radii * 2 + 1) * radii] = Color.White; // horizontal data[i * (radii * 2 + 1) + radii] = Color.White; // vertical } cursorTexture.SetData(data); GlobalContent.Init(this.Content); int w = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - 40; int h = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - 40 - 45; _graphics.PreferredBackBufferWidth = w; _graphics.PreferredBackBufferHeight = h; Window.Position = new Point(20, 20); //_graphics.IsFullScreen = true; _graphics.ApplyChanges(); base.Initialize(); }
/// <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); Primitives2D.CreateThePixel(GraphicsDevice); drawContext = new DrawContext(spriteBatch); if (ScreenInfo.Default.HasMouse) { mouseTexture = Content.Load <Texture2D>("cross"); } GlobalContent.Init(initContext); master.InitContent(initContext); }