using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Reflection.Metadata; using System.Text; using System.Threading.Tasks; using AnimatorFileCreatorAdvanced.Core.GUI; namespace AnimatorFileCreatorAdvanced.Core { public class AppManager : Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; public Point CurentScreenResolution = new Point(1000, 600); AbstractGUI GUI; public static AppManager Instance { get; private set; } public AppManager() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsMouseVisible = true; SetResolution(CurentScreenResolution.X, CurentScreenResolution.Y); Instance = this; GUI = new CreatingAnimationGUI(); } protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); GUI.Initialize(); GUI.LoadContent(); } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); GUI.Update(gameTime); // TODO: Add your update logic here base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.DarkSlateBlue); // TODO: Add your drawing code here GUI.Draw(_spriteBatch); base.Draw(gameTime); } public void SetResolution(int x, int y) { _graphics.PreferredBackBufferWidth = x; _graphics.PreferredBackBufferHeight = y; } public void FulscrreenSwitch() { _graphics.IsFullScreen = !_graphics.IsFullScreen; } } }