| using System.IO;␍␊ |
| using System.IO.IsolatedStorage;␍␊ |
| using System.Xml.Linq;␍␊ |
| using FarseerPhysics.SamplesFramework;␍␊ |
| #endregion␍␊ |
| ␍␊ |
| namespace GameStateManagement␍␊ |
|
| List<GameScreen> screens = new List<GameScreen>();␍␊ |
| List<GameScreen> tempScreensList = new List<GameScreen>();␍␊ |
| ␍␊ |
| InputState input = new InputState();␍␊ |
| InputState input;␍␊ |
| ␍␊ |
| SpriteBatch spriteBatch;␍␊ |
| SpriteFont font;␍␊ |
|
| ␍␊ |
| bool traceEnabled;␍␊ |
| ␍␊ |
| /// <summary>␍␊ |
| /// Contains all the fonts avaliable for use.␍␊ |
| /// </summary>␍␊ |
| private SpriteFonts _spriteFonts;␍␊ |
| ␍␊ |
| #endregion␍␊ |
| ␍␊ |
| #region Properties␍␊ |
| ␍␊ |
| ␍␊ |
| public SpriteFonts Fonts␍␊ |
| {␍␊ |
| get { return _spriteFonts; }␍␊ |
| }␍␊ |
| ␍␊ |
| /// <summary>␍␊ |
| /// A default SpriteBatch shared by all the screens. This saves␍␊ |
| /// each screen having to bother creating their own local instance.␍␊ |
|
| // we must set EnabledGestures before we can query for them, but␍␊ |
| // we don't assume the game wants to read them.␍␊ |
| TouchPanel.EnabledGestures = GestureType.None;␍␊ |
| this.input = new InputState(this);␍␊ |
| }␍␊ |
| ␍␊ |
| ␍␊ |