void InitialiseResourceCaches() { ContentManager = new CCContentManager(new GameServiceContainer()); FontAtlasCache = new CCFontAtlasCache(); SpriteFontCache = new CCSpriteFontCache(ContentManager); SpriteFrameCache = new CCSpriteFrameCache(); ParticleSystemCache = new CCParticleSystemCache(Scheduler); TextureCache = new CCTextureCache(Scheduler); AnimationCache = new CCAnimationCache(); // Link new caches to singleton instances // For now, this is required because a layer's resources (e.g. sprite) // may be loaded prior to a gameview being associated with that layer CCContentManager.SharedContentManager = ContentManager; CCFontAtlasCache.SharedFontAtlasCache = FontAtlasCache; CCSpriteFontCache.SharedSpriteFontCache = SpriteFontCache; CCSpriteFrameCache.SharedSpriteFrameCache = SpriteFrameCache; CCParticleSystemCache.SharedParticleSystemCache = ParticleSystemCache; CCTextureCache.SharedTextureCache = TextureCache; CCAnimationCache.SharedAnimationCache = AnimationCache; var serviceProvider = ContentManager.ServiceProvider as GameServiceContainer; serviceProvider.AddService(typeof(IGraphicsDeviceService), graphicsDeviceService); }
public static void PurgeSharedParticleSystemCache() { if (sharedParticleSystemCache != null) { sharedParticleSystemCache.Dispose(); sharedParticleSystemCache = null; } }
public CCParticleSystemCache() : this(CCScheduler.SharedScheduler) { sharedParticleSystemCache = this; }
public CCParticleSystemCache(CCApplication application) : this(application.Scheduler) { sharedParticleSystemCache = this; }