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Marcel Härtel edited this page Aug 19, 2023
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BackgroundColor | The color used to clear the screen / control with Clear(Color) (Inherited from EditorService) |
Camera | The Camera2D component. (Inherited from EditorService) |
Content | The ContentManager is for loading custom content from the content root. (Inherited from EditorService) |
Font | A built-in font, which is used by the integrated display. You can also use it as debugging font for example. (Inherited from EditorService) |
FontHeight | Height of the display Font - Cached in InitializeService(). (Inherited from EditorService) |
FPSCounter | The FPSCounter component. (Inherited from EditorService) |
GameTime | Get the current GameTime of the game loop. |
GetAbsoluteMousePosition | Get the current mouse position. (Inherited from EditorService) |
GetCurrentMultiSampleCount | Get the current active MultiSampleCount. (Inherited from EditorService) |
GetRelativeMousePosition | Get the current mouse position in the control. (Inherited from EditorService) |
GetRenderTargetManager | Get the internal EditorService.RenderTargetManager.
When working with custom RenderTarget2D's, it's strongly recomended to create these render targets with this RenderTargetManager, because they will updated automatically when the client size or the multi sample count changes. |
GraphicsDevice | The GraphicsDevice. (Inherited from EditorService) |
Pixel | A plain white pixel mainly to draw the background of the integrated display, but you can also use it in your custom control. (Inherited from EditorService) |
ResourceContent | The ResourceContentManager is for loading custom content from a resource file. (Inherited from EditorService) |
spriteBatch | The SpriteBatch. (Inherited from EditorService) |
SwapChainRenderTarget | A swap chain used for rendering to a secondary GameWindow. Note: When working with different RenderTarget2D, you need to set the current render target back to the SwapChainRenderTarget as this is the real 'Back Buffer'. 'GraphicsDevice.SetRenderTarget(null)' will NOT work as you are doing usally in MonoGame. Instead use 'GraphicsDevice.SetRenderTarget(SwapChainRenderTarget)'. Otherwise you will see only a black control window. (Inherited from EditorService) |
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Welcome to MonoGame.Forms!
- MonoGame.Forms.NET Namespace
- MonoGame.Forms.NET.Components Namespace
- MonoGame.Forms.NET.Components.Interfaces Namespace
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MonoGame.Forms.NET.Controls Namespace
- GameControl Class
- GraphicsDeviceControl Class
- GraphicsDeviceControl.MouseWheelDownwardsEvent Delegate
- GraphicsDeviceControl.MouseWheelUpwardsEvent Delegate
- InvalidationControl Class
- MonoGameControl Class
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MonoGame.Forms.NET.Services Namespace
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EditorService Class
- EditorService Constructor
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EditorService Properties
- BackgroundColor Property
- Camera Property
- Content Property
- Font Property
- FontHeight Property
- FPSCounter Property
- GetAbsoluteMousePosition Property
- GetCurrentMultiSampleCount Property
- GetRelativeMousePosition Property
- GetRenderTargetManager Property
- GraphicsDevice Property
- Pixel Property
- ResourceContent Property
- spriteBatch Property
- SwapChainRenderTarget Property
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EditorService Methods
- AddDefaultComponents Method
- BeginAntialising Method
- BeginCamera2D Method
- BeginRenderTarget Method
- CamMove Method
- CamRotate Method
- CamZoom Method
- DisableRenderTargets Method
- Dispose Method
- EndAntialising Method
- EndCamera2D Method
- EndRenderTarget Method
- GetCamRotation Method
- GetCamZoom Method
- RemoveAllComponents Method
- RemoveDefaultComponents Method
- ResetCam Method
- ResourceContentManagerInitialize Method
- EditorService Events
- EditorService.RenderTargetManager Class
- EditorService.RenderTargetManager.RenderTarget2DHelper Class
- InvalidationService Class
- MonoGameService Class
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EditorService Class