/****************************************************************************************/ public static void Initialize(GameServiceContainer Services) { CoreContainer = new ContentManager(Services); CoreContainer.RootDirectory = "Content"; GameContainer = new ContentManager(Services); GameContainer.RootDirectory = "Content"; PersistantContainer = new ContentManager(Services); PersistantContainer.RootDirectory = "Content"; NULLED_TEXTURE = CoreContainer.Load<Texture2D>(Assets.NULL_TEXTURE); mDebug.Initialize(mGraphics.Peek.Device(), CoreContainer, Assets.DEBUG_FONT, Vector2.Zero); SunColor = DebugMessage.Initialize(true, Color.White, true, "Sun Color: Calculating..."); SunIntensity = DebugMessage.Initialize(true, Color.White, true, "Sun Intensity: Calculating..."); SunPosition = DebugMessage.Initialize(true, Color.White, true, "Sun Position: Calculating..."); }
public static void Initialize(GraphicsDevice Device, ContentManager Content, string strFontAsset, Vector2 v2Position) { _t2dBackground = new Texture2D(Device, 1, 1); Color[] _tempColor = new Color[1]; _tempColor[0] = new Color(0.0f, 0.0f, 0.0f, 0.5f); _t2dBackground.SetData(_tempColor); DebugContainer = new List<DebugData>(); BarPosition = v2Position; _spfDebug = Content.Load<SpriteFont>(strFontAsset); _BarBounds = new Rectangle(0, 0, 0, 0); /*Init the Built in Information*/ _FPS = DebugMessage.Initialize(true, Color.White, true, "FPS: Calculating..."); _InitialWorkingSet = DebugMessage.Initialize(true, Color.Green, true, ("Initial Working Set: ") + (Environment.WorkingSet / 1024) + ("KB")); _WorkingSet = DebugMessage.Initialize(true, Color.White, true, ("Working Set: ") + (Environment.WorkingSet / 1024) + ("KB")); _WorkingSet.Color = Color.Yellow; _GarbageHeap = DebugMessage.Initialize(true, Color.White, true, ("Garbage Heap: ") + (System.GC.GetTotalMemory(false) / 1024) + ("KB")); _GarbageHeap.Color = Color.Red; _RunTime = DebugMessage.Initialize(true, Color.White, true, ("Run Time: Calculating...")); _UpdateTime = DebugMessage.Initialize(true, Color.White, true, ("Update Time: Calculating...")); _DrawTime = DebugMessage.Initialize(true, Color.White, true, ("Draw Time: Calculating...")); /*Init Threaded Timer*/ Stopwatch = new Stopwatch(); _swWatchUpdate = new Stopwatch(); _swWatchDraw = new Stopwatch(); }
public static void Load(ContentManager Content, GraphicsDevice Device) { _VigEffect = Content.Load<Effect>("Graphics\\Shaders\\VignetteEffect"); VignetteTarget = mGraphics.Peek.CreateRenderTarget(1, Device.PresentationParameters.BackBufferFormat); VigRadius = DebugMessage.Initialize(true, Color.White, true, "Vig Radius: Calculating..."); }
/****************************************FUNCTIONS***************************************/ /// <summary> /// (Void) Initialize the LiveDebug Component with a valid SpriteFont. /// </summary> /// <param name="Content">(ContentManager) Active Content Pool</param> /// <param name="sprFontAssetLocation">(SpriteFont) Location to the SpriteFont resource to use.</param> public void Initialize(ContentManager Content, String sprFontAssetLocation) { _iCurrentFPS = 0; _iPreviousFPS = 0; _iFrameCount = 0; _dTimer = 0; _iGarbageCollection = 0; _iWorkingSet = 0; _fBackgroundWidth = 0; bWasWireFramed = false; _lstDebugText = new List<MessageData>(); _t2dBackground = new Texture2D(mGraphics.Peek.Device(), 1, 1); _rBackground = new Rectangle(); _sprDebugFont = Content.Load<SpriteFont>(sprFontAssetLocation); _dmFPS = new DebugMessage("FPS: Calculating...", true); //Initialize our Debug Message for FPS _dmGarbage = new DebugMessage("Garbage Heap: Calculating...", true); _dmWorkingSet = new DebugMessage("Working Set: Calculating...", true); _sWatch = new Stopwatch(); _sWatch = Stopwatch.StartNew(); Color[] temp = new Color[1]; temp[0] = new Color(0, 0, 0, 128); _t2dBackground.SetData(temp); temp = null; }