public ScreenManager(Game game, bool isDebuging = false) : base(game) { _isDebugging = isDebuging; _screens = new List <Screen>(); ServicesHelper.AddService <ScreenManager>(this); if (_isDebugging) { _debugScreen = new DebugScreen(Game); _debugScreen.LoadContent(); } }
public void Load(ContentManager content) { _debugScreen = new DebugScreen(); _debugScreen.LoadContent(content); _transitionManager = new TransitionManager(); _transitionManager.Load(content); _guiRenderer = new GUIRenderer(); _guiRenderer.Load(content); _mainMenuLogic = new MainMenuLogic(); _mainMenuLogic.Load(content); _radialBlurLogic = new RadialBlurLogic(); _radialBlurLogic.Load(content); _radialBlurRenderer = new RadialBlurRenderer(); _radialBlurRenderer.Load(content); _pixelizerLogic = new PixelizerLogic(); _pixelizerLogic.Load(content); _pixelizerRenderer = new PixelizerRenderer(); _pixelizerRenderer.Load(content); _bokehLogic = new BokehLogic(); _bokehLogic.Load(content); _bokehRenderer = new BokehRenderer(); _bokehRenderer.Load(content); _particlePhysicsLogic = new ParticlePhysicsLogic(); _particlePhysicsLogic.Load(content); _particlePhysicsRenderer = new ParticlePhysicsRenderer(); _particlePhysicsRenderer.Load(content); _ssLogic = new SubsurfaceLogic(); _ssLogic.Load(content); _ssRenderer = new SubsurfaceRenderer(); _ssRenderer.Load(content); _ftLogic = new FTLogic(); _ftLogic.Load(content); _ftRenderer = new FTRenderer(); _ftRenderer.Load(content); _meshLoader = new MeshLoader(); _meshLoader.Load(content); }