/// <summary> /// Prepares the engine for use. This must be the first method you call on the engine when you provide your own <see cref="GraphicsDeviceManager"/>. /// </summary> /// <param name="deviceManager">The graphics device manager from MonoGame.</param> /// <param name="font">The font to load as the <see cref="DefaultFont"/>.</param> /// <param name="consoleWidth">The width of the default root console (and game window).</param> /// <param name="consoleHeight">The height of the default root console (and game window).</param> /// <returns>The default active console.</returns> public static Consoles.Console Initialize(GraphicsDeviceManager deviceManager, string font, int consoleWidth, int consoleHeight) { if (Device == null) { Device = deviceManager.GraphicsDevice; } SetupFontAndEffects(font); DeviceManager = deviceManager; DefaultFont.ResizeGraphicsDeviceManager(deviceManager, consoleWidth, consoleHeight, 0, 0); // Create the default console. ActiveConsole = new Consoles.Console(consoleWidth, consoleHeight); ActiveConsole.TextSurface.DefaultBackground = Color.Black; ActiveConsole.TextSurface.DefaultForeground = ColorAnsi.White; ((Consoles.Console)ActiveConsole).Clear(); ConsoleRenderStack.Add(ActiveConsole); renderBatch = new SpriteBatch(Device); ResetRendering(); return((Consoles.Console)ActiveConsole); }
private static Consoles.Console SetupStartingConsole(int consoleWidth, int consoleHeight) { ActiveConsole = new Consoles.Console(consoleWidth, consoleHeight); ActiveConsole.TextSurface.DefaultBackground = Color.Black; ActiveConsole.TextSurface.DefaultForeground = ColorAnsi.White; ((Consoles.Console)ActiveConsole).Clear(); ConsoleRenderStack.Add(ActiveConsole); return((Consoles.Console)ActiveConsole); }