Beispiel #1
0
        /// <summary>
        /// Called when the Application is loaded
        /// </summary>
        /// <param name="e">Event arguments</param>
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            // We need this for the editor, TODO: Find a better way for this
            ConverterLoader.Load();

            Logger.OnLoad(e);
            Logger.Log(LogLevel.DEBUG, "CoreApplication:OnLoad(e)");

            InputManager.OnLoad(e);
        }
Beispiel #2
0
        internal void OnLoad(EventArgs e)
        {
            ConverterLoader.Load();

            Redraw();

            AssemblyName[] names = Assembly.GetExecutingAssembly().GetReferencedAssemblies();
            foreach (AssemblyName assem in names)
            {
                Assembly           a       = Assembly.Load(assem);
                IEnumerable <Type> classes = from t in a.GetTypes() where t.IsClass select t;

                foreach (Type elem in classes)
                {
                    if (elem.BaseType != null && elem.BaseType.Name == "CoreComponent")
                    {
                        ComponentSelectorObject o = new ComponentSelectorObject();
                        o.name     = elem.Name;
                        o.fullname = elem.FullName;
                        componentList.Add(o);
                        //this.AddComponentSelectionBox.Items.Add(new CoreEngine.Engine.Rendering.Camera());
                    }
                }
            }

            _hierarchyTreeView              = Program.editor.GetHierarchy();
            _inspectorComponentPanel        = Program.editor.GetInspector();
            _inspectorTransformGrid         = Program.editor.GetInspectorTransformGrid();
            _inspectorTransformGrid.Visible = false;

            sceneManager = new SceneManager();

            currentScene = new Scene();
            SceneManager.CurrentScene = currentScene;

            CreateCameraGameObject();

            GL.Enable(EnableCap.DepthTest);
        }