示例#1
0
        protected override void LoadContent()
        {
            base.LoadContent();

            ContentWrapper.Initialize(this);

            _spriteBatch  = new SpriteBatch(GraphicsDevice);
            _lineBatch    = new LineBatch(GraphicsDevice);
            _quadRenderer = new QuadRenderer(GraphicsDevice);

            _input.LoadContent(GraphicsDevice.Viewport);
#if WINDOWS
            _counter.LoadContent();
#endif

            // Create rendertarget for transitions
            PresentationParameters pp = GraphicsDevice.PresentationParameters;
            _transitions.Add(new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, false, SurfaceFormat.Color, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents));

            _menuScreen = new MenuScreen();

            List <Type> DemosToLoad      = new List <Type>();
            Assembly    samplesFramework = Assembly.GetExecutingAssembly();
            foreach (Type sampleType in samplesFramework.GetTypes())
            {
                if (sampleType.IsSubclassOf(typeof(PhysicsDemoScreen)))
                {
                    DemosToLoad.Add(sampleType);
                }
            }
            DemosToLoad.Add(DemosToLoad[0]); // HACK: Load the first sample two times, since some delayed creation stuff with the rendertargets always breaks the first preview picture.
            bool firstPreview = true;
            foreach (Type sampleType in DemosToLoad)
            {
                PhysicsDemoScreen demoScreen = samplesFramework.CreateInstance(sampleType.ToString()) as PhysicsDemoScreen;
#if WINDOWS
                if (!firstPreview)
                {
                    Console.WriteLine("Loading demo: " + demoScreen.GetTitle());
                }
#endif
                RenderTarget2D preview = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth / 2, pp.BackBufferHeight / 2, false, SurfaceFormat.Color, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents);

                demoScreen.Framework = this;
                demoScreen.IsExiting = false;

                demoScreen.Sprites = _spriteBatch;
                demoScreen.Lines   = _lineBatch;
                demoScreen.Quads   = _quadRenderer;

                demoScreen.LoadContent();

                // "Abuse" transition rendertarget to render screen preview
                GraphicsDevice.SetRenderTarget(_transitions[0]);
                GraphicsDevice.Clear(Color.Transparent);

                _quadRenderer.Begin();
                _quadRenderer.Render(Vector2.Zero, new Vector2(_transitions[0].Width, _transitions[0].Height), null, true, ContentWrapper.Grey, Color.White * 0.3f);
                _quadRenderer.End();

                // Update ensures that the screen is fully visible, we "cover" it so that no physics are run
                demoScreen.Update(new GameTime(demoScreen.TransitionOnTime, demoScreen.TransitionOnTime), true, false);
                demoScreen.Draw(new GameTime());
                demoScreen.Draw(new GameTime());

                GraphicsDevice.SetRenderTarget(preview);
                GraphicsDevice.Clear(Color.Transparent);

                _spriteBatch.Begin();
                _spriteBatch.Draw(_transitions[0], preview.Bounds, Color.White);
                _spriteBatch.End();

                GraphicsDevice.SetRenderTarget(null);

                demoScreen.ExitScreen();
                demoScreen.Update(new GameTime(demoScreen.TransitionOffTime, demoScreen.TransitionOffTime), true, false);
                if (!firstPreview)
                {
                    _menuScreen.AddMenuItem(demoScreen, preview);
                }
                else
                {
                    firstPreview = false;
                }
            }

            AddScreen(new BackgroundScreen());
            AddScreen(_menuScreen);

            //TODO: This can't be called at this point in time in MonoGame
            //ResetElapsedTime();
        }