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- #region File Description
- //-----------------------------------------------------------------------------
- // DebugManager.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Content;
- #endregion
- namespace HoneycombRush.GameDebugTools
- {
- /// <summary>
- /// DebugManager class that holds graphics resources for debug
- /// </summary>
- public class DebugManager : DrawableGameComponent
- {
- // the name of the font to load
- private string debugFont;
- #region Properties
- /// <summary>
- /// Gets a sprite batch for debug.
- /// </summary>
- public SpriteBatch SpriteBatch { get; private set; }
- /// <summary>
- /// Gets white texture.
- /// </summary>
- public Texture2D WhiteTexture { get; private set; }
- /// <summary>
- /// Gets SpriteFont for debug.
- /// </summary>
- public SpriteFont DebugFont { get; private set; }
- #endregion
- #region Initialize
- public DebugManager(Game game, string debugFont)
- : base(game)
- {
- // Added as a Service.
- Game.Services.AddService(typeof(DebugManager), this);
- this.debugFont = debugFont;
- // This component doesn't need be call neither update nor draw.
- this.Enabled = false;
- this.Visible = false;
- }
- protected override void LoadContent()
- {
- // Load debug content.
- SpriteBatch = new SpriteBatch(GraphicsDevice);
- DebugFont = Game.Content.Load<SpriteFont>(debugFont);
- // Create white texture.
- WhiteTexture = new Texture2D(GraphicsDevice, 1, 1);
- Color[] whitePixels = new Color[] { Color.White };
- WhiteTexture.SetData<Color>(whitePixels);
- base.LoadContent();
- }
- #endregion
- }
- }
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