protected override void Initialize() { // must be initialized. required by Content loading and rendering (will add itself to the Services) // note that MonoGame requires this to be initialized in the constructor, while WpfInterop requires it to // be called inside Initialize (before base.Initialize()) graphicsDeviceManager = new WpfGraphicsDeviceService(this); // must be called after the WpfGraphicsDeviceService instance was created base.Initialize(); // Create a spritebatch for drawing sprites spriteBatch = new SpriteBatch(GraphicsDevice); //graphicsDeviceManager.PreferMultiSampling = false; //graphicsDeviceManager.ApplyChanges(); // wpf and keyboard need reference to the host control in order to receive input // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control keyboard = new WpfKeyboard(this); mouse = new WpfMouse(this); spriteFrames = new List <Texture2D>(); Texture2D tex = new Texture2D(GraphicsDevice, 1, 1); tex.SetData(new Color[] { Color.Red }); texRectangle = new TextureSprite(tex); tex = new Texture2D(GraphicsDevice, 1, 1); tex.SetData(new Color[] { Color.LightBlue }); texPixel = new TextureSprite(tex); // content loading now possible }
public void SetSprite(List <System.Drawing.Bitmap> bitmaps) { if (bitmaps.Count > 0) { // Clear current list of frames foreach (Texture2D texture in spriteFrames) { // Delete texture } spriteFrames.Clear(); // Add all frames foreach (System.Drawing.Bitmap bitmap in bitmaps) { Texture2D tex = TextureSprite.GetTexture(GraphicsDevice, bitmap); spriteFrames.Add(tex); } } }
public TextureSprite(GraphicsDevice graphics, Bitmap bitmap) { Texture = TextureSprite.GetTexture(graphics, bitmap); CalculateCenter(); }
public void SetAnchorSprites(System.Drawing.Bitmap bitmap1, System.Drawing.Bitmap bitmap2) { texAnchor1 = new TextureSprite(GraphicsDevice, bitmap1); texAnchor2 = new TextureSprite(GraphicsDevice, bitmap2); }
public void SetOriginSprite(System.Drawing.Bitmap bitmap) { texOrigin = new TextureSprite(GraphicsDevice, bitmap); }
public void SetCursor(System.Drawing.Bitmap bitmap) { texCursor = new TextureSprite(GraphicsDevice, bitmap); }