/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Selection.LoadSelectionContent(graphics.GraphicsDevice, Content); PersistentContent.AddFont("Selection", Content.Load <SpriteFont>("Fonts/Selection")); PersistentContent.AddFont("Slide", Content.Load <SpriteFont>("Fonts/Slide")); Texture2D Temp = new Texture2D(Main.GraphicsDevice, 1, 1, false, SurfaceFormat.Color); Temp.SetData(new[] { Color.White }); PersistentContent.AddTexture("Blank", Temp); PersistentContent.AddTexture("LoadingScreen", Texture2D.FromStream(Main.GraphicsDevice, File.OpenRead(Main.ContentManager.RootDirectory + "/Textures/LoadingScreen.dat"))); PersistentContent.AddTexture("SaveLoad", Texture2D.FromStream(Main.GraphicsDevice, File.OpenRead(Main.ContentManager.RootDirectory + "/Textures/SaveLoad.dat"))); PersistentContent.AddTexture("Explosion", Texture2D.FromStream(Main.GraphicsDevice, File.OpenRead(Main.ContentManager.RootDirectory + "/Textures/Explosion.dat"))); PersistentContent.AddFont("Small", Content.Load <SpriteFont>("Fonts/Small")); PersistentContent.AddFont("Normal", Content.Load <SpriteFont>("Fonts/Normal")); PersistentContent.AddFont("Large", Content.Load <SpriteFont>("Fonts/Large")); PersistentContent.AddFont("XLarge", Content.Load <SpriteFont>("Fonts/XLarge")); //CurrentState = new IO.SaveLoadScreen(null, false); //CurrentState = new Title(); //CurrentState = new Slide.TestSlide(); CurrentState = new Title(); }