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Marcel Härtel edited this page Aug 19, 2023 · 1 revision

InvalidationService Properties

Properties

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)
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.

Remarks

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.
(Inherited from EditorService)

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)

See Also

Reference

InvalidationService Class
MonoGame.Forms.NET.Services Namespace

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