using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Nuclex.Graphics;
namespace Nuclex.Fonts.Demo.ShowOff {
/// Component for showing off the capabilities of Nuclex.Fonts
public class FontShowOffComponent : DrawableGameComponent {
/// Initializes a new font showoff component
/// Game providing containing the graphics device to use
public FontShowOffComponent(Microsoft.Xna.Framework.Game game)
: base(game) {
this.contentManager = new ContentManager(game.Services);
}
///
/// Allows the game component to perform any initialization it needs to before starting
/// to run. This is where it can query for any required services and load content.
///
public override void Initialize() {
base.Initialize();
}
/// Allows the game component to update itself.
/// Provides a snapshot of timing values.
public override void Update(GameTime gameTime) {
// TODO: Add your update code here
// Plan:
//
// Screen #1
//
// Nuclex.Fonts is a component from the Nuclex Framework.
//
// Its content importer can act as a replacement for
// the XNA font importer. Compare these fonts, both
// rendered using the XNA SpriteFont class:
//
// __baseline______________________Nuclex Importer____
// XNA Importer
//
//
//
// Screen #2
//
// But the real strength of Nuclex.Fonts is something else:
// Vector-based font rendering.
//
// For some effects, bitmap fonts just don't cut it:
//
// Rotating SpriteFont Rotating VectorFont
//
//
//
// Zooming SpriteFont Zooming VectorFont
//
//
//
// Particles generated on Text surface
base.Update(gameTime);
}
/*
///
/// Called when the object needs to set up graphics resources. Override to
/// set up any object specific graphics resources.
///
///
/// True if all graphics resources need to be set up; false if only
/// manual resources need to be set up.
///
protected override void LoadGraphicsContent(bool loadAllContent) {
base.LoadGraphicsContent(loadAllContent);
}
///
/// Called when graphics resources should be released. Override to
/// handle component specific graphics resources.
///
///
/// True if all graphics resources should be released; false if only
/// manual resources should be released.
///
protected override void UnloadGraphicsContent(bool unloadAllContent) {
base.UnloadGraphicsContent(unloadAllContent);
}
*/
/// Loads and manages the component's assets
private ContentManager contentManager;
}
} // namespace Nuclex.Fonts.Demo.ShowOff