/// <summary> /// Initialize the SpriteBatch for this canvas and prepare for drawing. /// </summary> /// <remarks> /// This method is called by the Initialize method of the game engine, /// after all of the game has finished all necessary off-screen /// initialization. /// </remarks> /// <param name="game">The root game engine for this canvas</param> public void Initialize(Game game) { // Override window position at start-up window = game.Window; if (!fullscreen) { graphics.PreferredBackBufferWidth = bounds.Width; graphics.PreferredBackBufferHeight = bounds.Height; graphics.ApplyChanges(); } // Set up Sprite Batch properites spriteBatch = new SpriteBatch(game.GraphicsDevice); // Set up polygon properties effect = new BasicEffect(game.GraphicsDevice); effect.View = Matrix.Identity; effect.Projection = Matrix.CreateOrthographicOffCenter(0, bounds.Width, bounds.Height, 0, 0, 1); effect.TextureEnabled = true; effect.LightingEnabled = false; // We are not actively drawing state = DrawState.Inactive; tiny = new Texture2D(game.GraphicsDevice, 1, 1); Color[] data = new Color[1]; data[0] = Color.White; tiny.SetData <Color>(data); textureManager = new Texture2DManager(); }
/// <summary> /// Initialize the SpriteBatch for this canvas and prepare for drawing. /// </summary> /// <remarks> /// This method is called by the Initialize method of the game engine, /// after all of the game has finished all necessary off-screen /// initialization. /// </remarks> /// <param name="game">The root game engine for this canvas</param> public void Initialize(Game game) { // Override window position at start-up window = game.Window; if (!fullscreen) { graphics.PreferredBackBufferWidth = bounds.Width; graphics.PreferredBackBufferHeight = bounds.Height; graphics.ApplyChanges(); } // Set up Sprite Batch properites spriteBatch = new SpriteBatch(game.GraphicsDevice); // Set up polygon properties effect = new BasicEffect(game.GraphicsDevice); effect.View = Matrix.Identity; effect.Projection = Matrix.CreateOrthographicOffCenter(0, bounds.Width, bounds.Height, 0, 0, 1); effect.TextureEnabled = true; effect.LightingEnabled = false; // We are not actively drawing state = DrawState.Inactive; tiny = new Texture2D(game.GraphicsDevice, 1, 1); Color[] data = new Color[1]; data[0] = Color.White; tiny.SetData<Color>(data); textureManager = new Texture2DManager(); }