}   // end of UIGridPictureListElement RefreshTexture()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }

            // Load the arrow textures.
            if (leftArrow == null)
            {
                leftArrow = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\WhiteLeftArrow");
            }
            if (rightArrow == null)
            {
                rightArrow = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\WhiteRightArrow");
            }
        }
Esempio n. 2
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        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }

            // Load the textures.
            if (sliderWhite == null)
            {
                sliderWhite = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\SliderWhite");
            }
            if (sliderBlack == null)
            {
                sliderBlack = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\SliderBlack");
            }
            if (sliderBeadEnd == null)
            {
                sliderBeadEnd = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\SliderBeadEnd");
            }
            if (sliderBeadMiddle == null)
            {
                sliderBeadMiddle = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\SliderBeadMiddle");
            }
        }   // end of UIGridBaseModularSliderElement LoadContent()
Esempio n. 3
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        public static void Load(GraphicsDevice device)
        {
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Ripple");
                ShaderGlobals.RegisterEffect("Ripple", effect);
                effectCache.Load(effect);
            }
            if (texture == null)
            {
                texture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\BullsEye1");
            }
            if (verts == null)
            {
                verts = new DynamicVertexBuffer(device, typeof(Vertex), kMaxVerts, BufferUsage.WriteOnly);
            }
            if (indices == null)
            {
                indices = new IndexBuffer(device, typeof(Int16), kMaxIndices, BufferUsage.WriteOnly);
                Int16[] localIdx = new Int16[kMaxIndices];
                for (int i = 0; i < kMaxTiles; ++i)
                {
                    localIdx[i * 6 + 0] = (short)(i * 4 + 0);
                    localIdx[i * 6 + 1] = (short)(i * 4 + 1);
                    localIdx[i * 6 + 2] = (short)(i * 4 + 2);

                    localIdx[i * 6 + 3] = (short)(i * 4 + 2);
                    localIdx[i * 6 + 4] = (short)(i * 4 + 1);
                    localIdx[i * 6 + 5] = (short)(i * 4 + 3);
                }
                indices.SetData <Int16>(localIdx);
            }
        }
Esempio n. 4
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        public void LoadContent(bool immediate)
        {
            contentLoaded = true;

            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the textures.
            if (whiteTop == null)
            {
                whiteTop = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\WhiteTop");
            }
            if (whiteHighlight == null)
            {
                whiteHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\WhiteHighlight");
            }
            if (blackHighlight == null)
            {
                blackHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\BlackHighlight");
            }
            if (greenBar == null)
            {
                greenBar = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\GreenBar");
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }
        }
Esempio n. 5
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        }   // end of UIGrid2DDualTextureElement Render()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the diffuse texture.
            if (foreTextureName != null)
            {
                foreTexture = Boku.Programming.CardSpace.Cards.CardFaceTexture(foreTextureName);
            }

            // Load the overlay texture.
            if (backSelectedTexture == null)
            {
                backSelectedTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\GreenSquare");
            }
            if (backUnselectedTexture == null)
            {
                backUnselectedTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\GreySquare");
            }
        }   // end of UIGrid2DDualTextureElement LoadContent()
Esempio n. 6
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        }   // end of UIGrid2DLEDArray Render()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }

            // Load the diffuse texture.
            if (diffuseTextureName != null)
            {
                diffuse = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\" + diffuseTextureName);
            }

            if (white == null)
            {
                white = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\White");
            }
        }   // end of UIGrid2DLEDArray LoadContent()
        }   // end of UIGrid2DTextureElement Render()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }

            // Load the diffuse texture.
            if (diffuseTextureName != null)
            {
                if (CardSpace)
                {
                    diffuse = Boku.Programming.CardSpace.Cards.CardFaceTexture(diffuseTextureName);
                }
                else
                {
                    diffuse = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\" + diffuseTextureName);
                }
            }

            // Load the overlay texture.
            if (overlayTextureName != null)
            {
                overlayTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\" + overlayTextureName);
            }
        }   // end of UIGrid2DTextureElement LoadContent()
Esempio n. 8
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        /// <summary>
        /// Load up anything that doesn't require a device.
        /// </summary>
        /// <param name="immediate"></param>
        public static void LoadContent(bool immediate)
        {
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\ShowBudget");
                ShaderGlobals.RegisterEffect("ShowBudget", effect);
                effectCache.Load(effect, "");

                budgetTechnique = effect.Techniques["ShowBudget"];
                glowTechnique   = effect.Techniques["BorderGlow"];
            }

            if (background == null)
            {
                background = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\BudgetBackground");
            }
            if (mask == null)
            {
                mask = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\BudgetMask");
            }
            if (glow == null)
            {
                glow = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\BudgetGlow");
            }
        }
        }   // end of UIGridModularButtonElement Render()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }

            // Load the check textures.
            if (checkboxWhite == null)
            {
                checkboxWhite = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\CheckboxWhite");
            }
            if (blackSquare == null)
            {
                blackSquare = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\BlackSquare");
            }
        }   // end of UIGridModularButtonElement LoadContent()
        }   // end of UIGridTextListElement SetValue()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the check textures.
            if (checkbox == null)
            {
                checkbox = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\WhiteCheckBox");
            }
            if (checkmark == null)
            {
                checkmark = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\WhiteCheck");
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }
        }
Esempio n. 11
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 internal static void LoadContent(bool immediate)
 {
     if (effect == null)
     {
         effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\ScoreEffect");
         ShaderGlobals.RegisterEffect("ScoreEffect", effect);
     }
 }
Esempio n. 12
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        }   // end of UtilsVertex


        public static void Init(GraphicsDevice device)
        {
            // Init the effect.
            effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Utils");
            ShaderGlobals.RegisterEffect("Utils", effect);

            ramps = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Ramps");
            white = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\White");
        }   // end of Utils Init()
Esempio n. 13
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 public void LoadContent(bool immediate)
 {
     // Init the effect.  Doesn't really matter which one, just
     // has to be one that uses the same shared parameters.
     if (effect == null)
     {
         effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Standard");
         ShaderGlobals.RegisterEffect("Standard", effect);
     }
 }   // end of UIShim RenderObj LoadContent()
Esempio n. 14
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        }   // end of SkyBox Render()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\SkyBox");
                ShaderGlobals.RegisterEffect("SkyBox", effect);
            }

            base.LoadContent(immediate);
        }   // end of SkyBox LoadContent()
Esempio n. 15
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 /// <summary>
 /// Load up resource needed for rendering, all shared statics.
 /// </summary>
 /// <param name="immediate"></param>
 public static void LoadContent(bool immediate)
 {
     if (bump == null)
     {
         bump = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\DistortionWake");
     }
     if (effect == null)
     {
         effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Standard");
         ShaderGlobals.RegisterEffect("Standard", effect);
         effectCache.Load(effect, "");
     }
 }
Esempio n. 16
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        /// <summary>
        /// This Init function also doubles as an update function
        /// in case the position or size of the billboard changes.
        /// </summary>
        public void InitDeviceResources(GraphicsDevice device)
        {
            // Init the vertex buffer.
            if (vbuf == null)
            {
                vbuf = new VertexBuffer(device, typeof(Vertex), 4, BufferUsage.WriteOnly);

                // Create local vertices.
                Vertex[] localVerts = new Vertex[4];
                {
                    localVerts[0] = new Vertex(new Vector3(-size.X / 2.0f, size.Y / 2.0f, 0.0f), new Vector2(0, 0));
                    localVerts[1] = new Vertex(new Vector3(size.X / 2.0f, size.Y / 2.0f, 0.0f), new Vector2(1, 0));
                    localVerts[2] = new Vertex(new Vector3(size.X / 2.0f, -size.Y / 2.0f, 0.0f), new Vector2(1, 1));
                    localVerts[3] = new Vertex(new Vector3(-size.X / 2.0f, -size.Y / 2.0f, 0.0f), new Vector2(0, 1));
                }

                // Copy to vertex buffer.
                vbuf.SetData <Vertex>(localVerts);
            }

            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Billboard");
                ShaderGlobals.RegisterEffect("Billboard", effect);
                effectCache.Load(effect);
                technique = premultipliedAlpha
                    ? effect.Techniques["PremultipliedAlphaColorPass"]
                    : effect.Techniques["NormalAlphaColorPass"];
            }

            // Load the texture.
            if (textureFilename != null)
            {
                // First try and load it as a programming tile.
                texture = CardSpace.Cards.CardFaceTexture(textureFilename);

                // If that didn't work, treat it as an asset name.
                if (texture == null)
                {
                    texture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + textureFilename);
                }
            }
            if (texture != null && size == Vector2.Zero)
            {
                UiCamera c = new UiCamera();
                size.X = texture.Width / c.Dpi;  // 96 DPI
                size.Y = texture.Height / c.Dpi;
            }
        }   // end of InitDeviceResources()
Esempio n. 17
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        public static void Load()
        {
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Shield");
                ShaderGlobals.RegisterEffect("Shield", effect);
                effectCache.Load(effect, "");
            }

            if (crossTexture == null)
            {
                crossTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Ring");
            }
        }
Esempio n. 18
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        }   // end of UIGrid2DTextElement2 Render()

        #endregion

        #region Internal

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }
        }   // end of UIGrid2DTextElement2 LoadContent()
Esempio n. 19
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            public void LoadContent(bool immediate)
            {
                // Init the effect.
                if (effect == null)
                {
                    effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                    ShaderGlobals.RegisterEffect("UI2D", effect);
                }

                // Load the background texture.
                if (background == null)
                {
                    background = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\MessageBox\TextDialogBackground");
                }
            }   // end of TextDialog RenderObj LoadContent();
Esempio n. 20
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        }   // end of Compass Render()

        public void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Billboard");
                ShaderGlobals.RegisterEffect("Billboard", effect);
            }

            // Load the texture.
            if (texture == null)
            {
                texture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Compass");
            }
        }   // end of Compass LoadContent()
Esempio n. 21
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        public new void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            if (backgroundTexture == null)
            {
                backgroundTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + backgroundName);
            }

            base.LoadContent(immediate);
        }   // end of LoadContent()
        internal static void LoadContent(bool immediate)
        {
            if (backTexture == null)
            {
                backTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HealthBarBack");
            }

            if (lifeTexture == null)
            {
                lifeTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HealthBarLife");
            }

            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\HealthBar");
                ShaderGlobals.RegisterEffect("HealthBar", effect);
            }
        }
Esempio n. 23
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            public void LoadContent(bool immediate)
            {
                // Init the effect.
                if (effect == null)
                {
                    effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Standard");
                    ShaderGlobals.RegisterEffect("Standard", effect);
                    effectCache.Load(effect, "");
                }

                // Load the texture.
                if (texture == null)
                {
                    texture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Cursor3D");
                }

                RunSimCursor.GetInstance().LoadContent(immediate);
            }   // end of Cursor3D RenderObj LoadContent()
            }   // end of LoadContent()

            public void InitDeviceResources(GraphicsDevice device)
            {
                // Init the effect.
                if (effect == null)
                {
                    effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                    ShaderGlobals.RegisterEffect("UI2D", effect);
                }

                if (rightStickTexture == null)
                {
                    rightStickTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\RightStick");
                }
                if (leftStickTexture == null)
                {
                    leftStickTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\LeftStick");
                }
                if (glassTileHighlight == null)
                {
                    glassTileHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\GlassTileHighlight");
                }
                if (whiteHighlight == null)
                {
                    whiteHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\WhiteHighlight");
                }
                if (blackHighlight == null)
                {
                    blackHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\BlackHighlight");
                }
                if (normalMap == null)
                {
                    normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\FlatNormalMap");
                }

                glassTile    = new Base9Grid(2.2f, 2.2f, edgeSize);
                descTile     = new Base9Grid(6.7f, 2.2f, edgeSize);
                examplesTile = new Base9Grid(9.0f, 5.0f, edgeSize);

                BokuGame.Load(glassTile);
                BokuGame.Load(descTile);
                BokuGame.Load(examplesTile);
            }   // end of InitDeviceResources()
Esempio n. 25
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        }     // end of ThoughtBalloonManager RemoveThoughts()

        public static void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\ThoughtBalloon");
                ShaderGlobals.RegisterEffect("ThoughtBalloon", effect);
            }

            // Load the frame texture.
            if (frameTexture == null)
            {
                frameTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\TextEditor\ThoughtBalloon");
            }

            if (tutorialFocusArrow == null)
            {
                tutorialFocusArrow = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\TutorialFocusArrow");
            }
        }   // end of LoadContent()
        }   // end of UIGridModularCameraModeElement Render()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }

            // Load the check textures.
            if (white == null)
            {
                white = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\SliderWhite");
            }
            if (black == null)
            {
                black = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\RadioBoxBlack");
            }
            if (middleBlack == null)
            {
                middleBlack = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\MiddleBlack");
            }
            if (icons == null)
            {
                icons = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\CameraModeIcons");
            }
            if (indicatorLit == null)
            {
                indicatorLit = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\IndicatorLit");
            }
            if (indicatorUnlit == null)
            {
                indicatorUnlit = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\IndicatorUnlit");
            }
        }   // end of UIGridModularCameraModeElement LoadContent()
        public void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            if (whiteHighlight == null)
            {
                whiteHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\GlassTileHighlight");
            }
            if (greenBar == null)
            {
                greenBar = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\GreenBar");
            }
            if (checkboxLit == null)
            {
                checkboxLit = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\CheckboxLit");
            }
            if (checkboxUnlit == null)
            {
                checkboxUnlit = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\CheckboxUnlit");
            }
            if (radioButtonLit == null)
            {
                radioButtonLit = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\IndicatorLit");
            }
            if (radioButtonUnlit == null)
            {
                radioButtonUnlit = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\IndicatorUnlit");
            }

            // Load the normal map texture.
            if (normalMap == null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\FlatNormalMap");
            }
        }
        }   // end of ParticleSystemManager ClearAllEmitters()

        public void LoadContent(bool immediate)
        {
            if (effect2d == null)
            {
                effect2d = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Particle2D");
                effectCache2d.Load(effect2d);
            }

            if (effect3d == null)
            {
                effect3d = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Particle3D");
                ShaderGlobals.RegisterEffect("Particel3D", effect3d);
                effectCache3d.Load(effect3d);
            }

            SharedEmitterManager.LoadContent(immediate);

            BaseSpriteEmitter.LoadContent(immediate);

            ExplosionEmitter.LoadContent(immediate);
            FlowerEmitter.LoadContent(immediate);
            HeartEmitter.LoadContent(immediate);
            SmokeEmitter.LoadContent(immediate);
            StarEmitter.LoadContent(immediate);
            SteamEmitter.LoadContent(immediate);
            SwearEmitter.LoadContent(immediate);
            WreathEmitter.LoadContent(immediate);
            BeamExplosionEmitter.LoadContent(immediate);
            BeamSmokeEmitter.LoadContent(immediate);
            ScanExplosionEmitter.LoadContent(immediate);
            ScanSmokeEmitter.LoadContent(immediate);
            RoverScanExplosionEmitter.LoadContent(immediate);
            RoverScanSmokeEmitter.LoadContent(immediate);
            InspectExplosionEmitter.LoadContent(immediate);
            InspectSmokeEmitter.LoadContent(immediate);
            FanEmitter.LoadContent(immediate);
            InkEmitter.LoadContent(immediate);
        }   // end of ParticleSystemManager LoadContent()
        }   // end of UIGridModularCheckboxElement Render()

        public override void LoadContent(bool immediate)
        {
            // Init the effect.
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D");
                ShaderGlobals.RegisterEffect("UI2D", effect);
            }

            // Load the normal map texture.
            if (normalMapName != null)
            {
                normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\" + normalMapName);
            }

            // Load the background textures.
            if (nextLevelWhite == null)
            {
                nextLevelWhite = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\SliderWhite");
            }

            if (nextLevelMiddleBlack == null)
            {
                nextLevelMiddleBlack = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\MiddleBlack");
            }

            if (nextLevelBlack == null)
            {
                nextLevelBlack = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\RadioBoxBlack");
            }

            if (nextLevelNone == null)
            {
                nextLevelNone = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\NoNextLevel");
            }
        }   // end of UIGridModularCheckboxElement LoadContent()
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        private void LoadWaterEffect()
        {
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Water");
                ShaderGlobals.RegisterEffect("Water", effect);

                effectCache.Load(effect);
            }
            if (bumpMap == null)
            {
                if ((bumpMapFilename == null) || (bumpMapFilename == ""))
                {
                    bumpMapFilename = @"Textures\Terrain\WaterNormalMap";
                }
                bumpMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + bumpMapFilename);
            }

            SetupToNeighbors();
            SetupUvToOffsets();
            SetupNeighborSelects();
            SetupBumpToWorlds();
            SetupLightDirs();
        }