Beispiel #1
0
        public static void Play(Boolean windowed)
        {
            Saver.Setup();

            //desc.UseAnisotropicFiltering = Boolean.Parse(args[0]);
            //desc.isFixedGameTime = Boolean.Parse(args[1]);
            //desc.useMipMapWhenPossible = Boolean.Parse(args[2]);
            //desc.isMultiSampling = Boolean.Parse(args[3]);
            //desc.UseVerticalSyncronization = Boolean.Parse(args[4]);

            desc = InitialEngineDescription.Default();
            desc.isFullScreen = !windowed;

            if (!windowed)
            {
                desc.BackBufferWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
                desc.BackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            }
            else
            {
                desc.BackBufferWidth  = 1280;
                desc.BackBufferHeight = 960;
            }

            engine = new EngineStuff(ref desc, LoadScreen);
            engine.Run();
        }
Beispiel #2
0
        public static void Play(Boolean windowed)
        {
            Saver.Setup();

            //desc.UseAnisotropicFiltering = Boolean.Parse(args[0]);
            //desc.isFixedGameTime = Boolean.Parse(args[1]);
            //desc.useMipMapWhenPossible = Boolean.Parse(args[2]);
            //desc.isMultiSampling = Boolean.Parse(args[3]);
            //desc.UseVerticalSyncronization = Boolean.Parse(args[4]);

            desc = InitialEngineDescription.Default();
            desc.isFullScreen = !windowed;

            if (!windowed)
            {
                desc.BackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
                desc.BackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            }
            else
            {
                desc.BackBufferWidth = 1280;
                desc.BackBufferHeight = 960;
            }

            engine = new EngineStuff(ref desc, LoadScreen);
            engine.Run();
        }
Beispiel #3
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            InitialEngineDescription desc = InitialEngineDescription.Default();

            using (EngineStuff engine = new EngineStuff(ref desc, LoadScreen))
            {
                engine.Run();
            }
        }
        public Game1()
        {
            InitialEngineDescription desc = InitialEngineDescription.Default();

            desc.isMultiSampling = true;

            engine = new EngineStuff(this, ref desc, LoadScreen);

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
        }
Beispiel #5
0
        public MainWindow()
        {
            InitializeComponent();
            InitialEngineDescription desc = InitialEngineDescription.Default();

            Game        = new EngineStuff(ref desc, LoadScreen);
            DataContext = this;

#if !RESIZABLE
            this.ResizeMode = ResizeMode.NoResize;
#endif
        }
Beispiel #6
0
        public void EvaluateTestes(String path, String logPath = null, String pathToScreenShot = null)
        {
            if (Path.IsPathRooted(path) == false)
            {
                path = Path.Combine(Environment.CurrentDirectory, path);
            }
            Assembly     u        = Assembly.LoadFile(path);
            IList <Type> Screens  = new List <Type>();
            IList <Type> AlgClass = new List <Type>();

            foreach (var item in u.GetTypes())
            {
                foreach (var att in item.GetCustomAttributes(false))
                {
                    if (att is TesteVisualScreen)
                    {
                        Screens.Add(item);
                    }
                    if (att is TesteAlgorithmClass)
                    {
                        AlgClass.Add(item);
                    }
                }
            }

            List <IScreen> screens = new List <IScreen>();

            foreach (var item in Screens)
            {
                screens.Add((IScreen)Activator.CreateInstance(item));
            }

            InitialEngineDescription InitialEngineDescription = InitialEngineDescription.Default();

            InitialEngineDescription.Logger = new logger(logPath);
            InitialEngineDescription.UnhandledException_Handler =
                (a, b) =>
            {
                ActiveLogger.LogMessage("Fatal Error: " + b.ExceptionObject, LogLevel.FatalError);
                Environment.Exit(-1);
            };

            EngineStuff EngineStuff = new EngineStuff(ref InitialEngineDescription,
                                                      (a) =>
            {
                a.AddScreen(new AlgoMainTest(AlgClass, screens, pathToScreenShot));
            }
                                                      );

            EngineStuff.Run();
            Environment.Exit(0);
        }
Beispiel #7
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            //TestProcessor TestProcessor = new TestProcessor();
            //TestProcessor.EvaluateTestes("EngineTestes.exe");
            //return;

            InitialEngineDescription desc = InitialEngineDescription.Default();

            //desc.useMipMapWhenPossible = true;
            //desc.isMultiSampling = true;

            using (EngineStuff engine = new EngineStuff(ref desc, LoadScreen))
            {
                engine.Run();
            }
        }
        public EngineSetup()
        {
            ///Create the default Engine Description
            InitialEngineDescription desc = InitialEngineDescription.Default();

            ///optional parameters, the default is good for most situations
            //desc.UseVerticalSyncronization = true;
            //desc.isFixedGameTime = true;
            //desc.isMultiSampling = true;
            desc.useMipMapWhenPossible = true;
            desc.Logger = new SimpleLogger();
            desc.UnhandledException_Handler = UnhandledException;
            ///start the engine
            using (EngineStuff engine = new EngineStuff(ref desc, LoadScreen))
            {
                ///start the engine internal flow
                engine.Run();
            }
        }
Beispiel #9
0
        public Demos()
        {
            InitialEngineDescription desc = InitialEngineDescription.Default();

            ///optional parameters, the default is good for most situations
            //desc.UseVerticalSyncronization = true;
            //desc.isFixedGameTime = true;
            //desc.isMultiSampling = true;
            //desc.useMipMapWhenPossible = false;
            //desc.UseAnisotropicFiltering = false;
            desc.Logger = new SimpleLogger();
            desc.UnhandledException_Handler = UnhandledException;

            ///start the engine
            using (EngineStuff engine = new EngineStuff(ref desc, LoadScreen))
            {
                engine.Run();
            }
        }
        void button_Click(object sender, TomShane.Neoforce.Controls.EventArgs e)
        {
            InitialEngineDescription ini = engine.GetEngineDescription();

            ini.BackBufferWidth           = Width;
            ini.BackBufferHeight          = Height;
            ini.isFullScreen              = fullscreen;
            ini.UseVerticalSyncronization = verticalsync;
            ini.isMultiSampling           = multisampling;
            ini.useMipMapWhenPossible     = mipmap;
            if (anisotropic)
            {
                ini.DefaultFiltering = Microsoft.Xna.Framework.Graphics.SamplerState.AnisotropicWrap;
            }
            else
            {
                ini.DefaultFiltering = Microsoft.Xna.Framework.Graphics.SamplerState.LinearWrap;
            }
            engine.ApplyEngineDescription(ref ini);
        }
Beispiel #11
0
        public Demos()
        {
            InitialEngineDescription desc = InitialEngineDescription.Default();

            ///We are using the simplest parameters to work in all computers
            ///Check the Advanced Demos to know how to change those
            ///optional parameters, the default is good for most situations
            //desc.UseVerticalSyncronization = true;
            //desc.isFixedGameTime = true;
            //desc.isMultiSampling = true; ///Only works on forward rendering
            //desc.useMipMapWhenPossible = true;
            desc.Logger = new SimpleLogger();
            desc.UnhandledException_Handler = UnhandledException;

            ///start the engine
            using (EngineStuff engine = new EngineStuff(ref desc, LoadScreen))
            {
                engine.Run();
            }
        }