/// <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); MonoMenu.Engine.MonoMenu.defaultFont = Content.Load <SpriteFont>("Arial"); pixelText = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); pixelText.SetData(new[] { Color.White }); font = Content.Load <SpriteFont>("Arial"); xMenu = new MonoMenu.Engine.MonoMenu(GraphicsDevice, Content); xMenu.Load("text.xaml"); // TODO: use this.Content to load your game content here }
/// <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); font = Content.Load <SpriteFont>("Font"); circle = new Circle(GraphicsDevice); pixel = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); pixel.SetData(new[] { Color.White }); Menu.Load("Overlay1.xaml"); MonoMenu.Engine.MonoMenu.defaultFont = font; bloomFilter.Load(GraphicsDevice, Content, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); bloomFilter.BloomPreset = BloomFilter.BloomPresets.Small; bloomFilter.BloomThreshold = 0.25f; bloomFilter.BloomStrengthMultiplier = 1.5f; // TODO: use this.Content to load your game content here }