예제 #1
0
        /// <summary>
        /// Prepares the engine for use. This must be the first method you call on the engine when you provide your own <see cref="GraphicsDeviceManager"/>.
        /// </summary>
        /// <param name="deviceManager">The graphics device manager from MonoGame.</param>
        /// <param name="font">The font to load as the <see cref="DefaultFont"/>.</param>
        /// <param name="consoleWidth">The width of the default root console (and game window).</param>
        /// <param name="consoleHeight">The height of the default root console (and game window).</param>
        /// <returns>The default active console.</returns>
        public static Consoles.Console Initialize(GraphicsDeviceManager deviceManager, string font, int consoleWidth, int consoleHeight)
        {
            if (Device == null)
            {
                Device = deviceManager.GraphicsDevice;
            }

            SetupFontAndEffects(font);

            DeviceManager = deviceManager;

            DefaultFont.ResizeGraphicsDeviceManager(deviceManager, consoleWidth, consoleHeight, 0, 0);

            // Create the default console.
            ActiveConsole = new Consoles.Console(consoleWidth, consoleHeight);
            ActiveConsole.TextSurface.DefaultBackground = Color.Black;
            ActiveConsole.TextSurface.DefaultForeground = ColorAnsi.White;
            ((Consoles.Console)ActiveConsole).Clear();

            ConsoleRenderStack.Add(ActiveConsole);

            renderBatch = new SpriteBatch(Device);

            ResetRendering();

            return((Consoles.Console)ActiveConsole);
        }
예제 #2
0
        private static Consoles.Console SetupStartingConsole(int consoleWidth, int consoleHeight)
        {
            ActiveConsole = new Consoles.Console(consoleWidth, consoleHeight);
            ActiveConsole.TextSurface.DefaultBackground = Color.Black;
            ActiveConsole.TextSurface.DefaultForeground = ColorAnsi.White;
            ((Consoles.Console)ActiveConsole).Clear();

            ConsoleRenderStack.Add(ActiveConsole);

            return((Consoles.Console)ActiveConsole);
        }