public ScreenManager(Game game) : base(game) { base.Initialize(); isInitialized = true; // Sets up a input system inputSystem = new InputManager(); }
public Game() { graphics = new GraphicsDeviceManager(this); // Initialises the Resolution class, allowing the game to auto-scale all assets based on the resolution. Resolution.Init(ref graphics); Content.RootDirectory = "Content"; IsFixedTimeStep = false; // Sets up the path to the content folder based on the .exe local location _index = Assembly.GetExecutingAssembly().Location.LastIndexOf("\\"); _path = Assembly.GetExecutingAssembly().Location.Substring(0, _index); // Loads the Application Settings XML file System.Xml.XmlDocument appConfigXML = new System.Xml.XmlDocument(); System.Xml.XmlDocument serConfigXML = new System.Xml.XmlDocument(); appConfigXML.Load(Game._path + "\\Content\\ApplicationSettings.xml"); serConfigXML.Load(Game._path + "\\Content\\ServiceSettings.xml"); // Sets the application settings based on the values of the XML file. // Some of the values have to be converted to a different type as when they are read // they are all read in as Strings. Of course this then doesn't match the intended type. Window.Title = appConfigXML.SelectSingleNode("//ScreenTitle").InnerText; int selectedResolutionWidth = Convert.ToInt16(appConfigXML.SelectSingleNode("//ScreenWidth").InnerText); int selectedResolutionHeight = Convert.ToInt16(appConfigXML.SelectSingleNode("//ScreenHeight").InnerText); bool selectedFullScreen = Convert.ToBoolean(appConfigXML.SelectSingleNode("//FullScreen").InnerText); //bool selectedFullScreen = false; // Change Virtual Resolution Resolution.SetVirtualResolution(1280, 720); // This is the default resolution.. do not change this or you'll break everything! Resolution.SetResolution(selectedResolutionWidth, selectedResolutionHeight, selectedFullScreen); screenManager = new ScreenManager(this); inputManager = new InputManager(); Components.Add(screenManager); }