static Assets() { Texture2D = new Texture2DManager(); SpriteFont = new SpriteFontManager(); SoundEffect = new SoundEffectManager(); Song = new SongManager(); }
public Renderer(SpriteBatch batch, Texture2DManager textures) { ArgumentNullException.ThrowIfNull(batch); ArgumentNullException.ThrowIfNull(textures); _batch = batch; _textures = textures; }
public static void Release() { if (m_instance != null) { m_instance.Destory(); } m_instance = null; }
public MainWindow() { InitializeComponent(); GameViewPort game = gameViewPort; GameCore.ContentManager = game.Content; //GameCore.DeviceManager = game.Graphics; GameCore.TextureManager = Texture2DManager.Create(); GameCore.FontManager = new FontManager(); GameCore.SpriteBatch = game.SpriteBatch; }
static void Main() { using (var game = new MainGame()) { GameCore.ContentManager = game.Content; GameCore.DeviceManager = game.Graphics; GameCore.TextureManager = Texture2DManager.Create(); GameCore.FontManager = new FontManager(); GameCore.SpriteBatch = game.SpriteBatch; game.Run(); } }
static int Release(IntPtr L) { try { ToLua.CheckArgsCount(L, 0); Texture2DManager.Release(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int ClearUnusedAllCache(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); Texture2DManager obj = (Texture2DManager)ToLua.CheckObject(L, 1, typeof(Texture2DManager)); obj.ClearUnusedAllCache(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int CreateTextureByImage(IntPtr L) { try { ToLua.CheckArgsCount(L, 4); Texture2DManager obj = (Texture2DManager)ToLua.CheckObject(L, 1, typeof(Texture2DManager)); UnityEngine.UI.RawImage arg0 = (UnityEngine.UI.RawImage)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.UI.RawImage)); string arg1 = ToLua.CheckString(L, 3); bool arg2; UnityEngine.Texture2D o = obj.CreateTextureByImage(arg0, arg1, out arg2); ToLua.Push(L, o); LuaDLL.lua_pushboolean(L, arg2); return(2); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int _CreateTexture2DManager(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { Texture2DManager obj = new Texture2DManager(); ToLua.PushObject(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: Texture2DManager.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/// <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); // TODO: use this.Content to load your game content here var fontSystems = new List <FontSystem>(); var textureCreator = new Texture2DManager(GraphicsDevice); _renderer = new Renderer(_spriteBatch); // Simple var fontSystem = new FontSystem(textureCreator, 1024, 1024); LoadFontSystem(fontSystem); fontSystems.Add(fontSystem); // Blurry var blurryFontSystem = new FontSystem(textureCreator, 1024, 1024, EffectAmount); LoadFontSystem(blurryFontSystem); fontSystems.Add(blurryFontSystem); // Stroked var strokedFontSystem = new FontSystem(textureCreator, 1024, 1024, 0, EffectAmount); LoadFontSystem(strokedFontSystem); fontSystems.Add(strokedFontSystem); _fontSystems = fontSystems.ToArray(); _currentFontSystem = _fontSystems[0]; _white = new Texture2D(GraphicsDevice, 1, 1); _white.SetData(new[] { Color.White }); GC.Collect(); }