/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="game_time">Provides a snapshot of timing values.</param> protected override void Update(GameTime game_time) { // user controller app exit // TODO: get this into exit event framework below. if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } ExitGameEvent e = mListener_ExitGameEvent.GetMaxOne(); if (e != null) { // elaborate shutdown code goes here. Exit(); } // TODO: Add your update logic here XTouch.Instance().Update(game_time); XKeyInput.Instance().Update(); XMouse.Instance().Update(game_time); XUI.Instance().Update(game_time); XRootDebugMenu.Instance().Update(); XWorld.Instance().Update(); base.Update(game_time); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { XBulletinBoard.Instance().Init(); XTouch.Instance().Init(); XKeyInput.Instance().Init(); XWorld.Instance().Init(); XMouse.Instance().Init(); XFontDraw.Instance().Init(GraphicsDevice, Content); XRenderManager.Instance().Initialize(GraphicsDevice, mGraphicsDeviceManager, Content); XUI.Instance().Init(); XRootDebugMenu.Instance().Init(); base.Initialize(); XBulletinBoard.Instance().mBroadcaster_ExitGameEvent.Subscribe(mListener_ExitGameEvent); }