using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace SpriteFontPlus.Samples.BMFont
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
GraphicsDeviceManager _graphics;
SpriteBatch _spriteBatch;
private SpriteFont _font;
public Game1()
{
_graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = 1024,
PreferredBackBufferHeight = 768
};
Content.RootDirectory = "Content";
IsMouseVisible = true;
Window.AllowUserResizing = true;
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
_spriteBatch = new SpriteBatch(GraphicsDevice);
Texture2D texture;
using (var stream = TitleContainer.OpenStream("Fonts/test_0.png"))
{
texture = Texture2D.FromStream(GraphicsDevice, stream);
}
string fontData;
using (var stream = TitleContainer.OpenStream("Fonts/test.fnt"))
{
using (var reader = new StreamReader(stream))
{
fontData = reader.ReadToEnd();
}
}
_font = BMFontLoader.LoadXml(fontData, name => new TextureWithOffset(texture));
GC.Collect();
}
///
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
_spriteBatch.Begin();
// Render some text
_spriteBatch.DrawString(_font, "The quick brown fox jumps over the lazy dog",
new Vector2(0, 0), Color.White);
_spriteBatch.End();
base.Draw(gameTime);
}
}
}