/// This method is invoked when the application has loaded and is ready to run. In this // method you should instantiate the window, load the UI into it and then make the window // visible. // You have 17 seconds to return from this method, or iOS will terminate your application. public override bool FinishedLaunching(UIApplication app, NSDictionary options) { // create a new window instance based on the screen size window = new UIWindow (UIScreen.MainScreen.Bounds); var glView = new CCGLView (window.Bounds); director = (CCDirectorDisplayLink)CCDirector.SharedDirector; director.WantsFullScreenLayout = true; //director.DisplayStats = true; director.AnimationInterval = 1.0 / 60; director.View = glView; director.Projection = CCDirectorProjection.TwoD; CCTexture2D.DefaultAlphaPixelFormat = CCTexture2DPixelFormat.Rgba8888; CCTexture2D.PVRImageHavePremultipliedAlpha = true; director.Run (GameLayer.Scene); // Create a Navigation Controller with the Director NavController = new UINavigationController (director) { NavigationBarHidden = true, WantsFullScreenLayout = true }; // set the Navigation Controller as the root view controller window.RootViewController = NavController; window.MakeKeyAndVisible (); return true; }
public void Setup() { //Some types require a working Director, like CCTextureCache var director = CCDirector.SharedDirector; #if MONOMAC //var glView = new CCGLView (); #else var glView = new CCGLView(MonoTouch.UIKit.UIScreen.MainScreen.Bounds); director.View = glView; //UIApplication.SharedApplication.Windows[0].RootViewController.PresentViewController (new UINavigationController (director), false, null); #endif }
/// This method is invoked when the application has loaded and is ready to run. In this // method you should instantiate the window, load the UI into it and then make the window // visible. // You have 17 seconds to return from this method, or iOS will terminate your application. public override bool FinishedLaunching(UIApplication app, NSDictionary options) { // create a new window instance based on the screen size window = new UIWindow(UIScreen.MainScreen.Bounds); var glView = CCGLView.View(window.Bounds); director = (CCDirectorIOS)CCDirector.SharedDirector; director.WantsFullScreenLayout = true; director.DisplayStats = true; director.AnimationInterval = 1.0 / 60; director.View = glView; director.Projection = CCDirectorProjection.TwoD; if (!director.EnableRetinaDisplay(true)) { Console.WriteLine("Retina Display not supported"); } CCTexture2D.DefaultAlphaPixelFormat = CCTexture2DPixelFormat.Rgba8888; var fileUtils = CCFileUtils.SharedFileUtils; fileUtils.EnableFallbackSuffixes = false; fileUtils.IPhoneRetinaDisplaySuffix = "-hd"; fileUtils.IPadSuffix = "-ipad"; fileUtils.IPhoneRetinaDisplaySuffix = "-ipadhd"; CCTexture2D.PVRImageHavePremultipliedAlpha = true; director.Push(IntroLayer.Scene); // Create a Navigation Controller with the Director NavController = new UINavigationController(director) { NavigationBarHidden = true }; // set the Navigation Controller as the root view controller window.RootViewController = NavController; window.MakeKeyAndVisible(); return(true); }
/// This method is invoked when the application has loaded and is ready to run. In this // method you should instantiate the window, load the UI into it and then make the window // visible. // You have 17 seconds to return from this method, or iOS will terminate your application. public override bool FinishedLaunching(UIApplication app, NSDictionary options) { // create a new window instance based on the screen size window = new UIWindow(UIScreen.MainScreen.Bounds); var glView = CCGLView.View(window.Bounds); director = (CCDirectorDisplayLink)CCDirector.SharedDirector; director.WantsFullScreenLayout = true; //director.DisplayStats = true; director.AnimationInterval = 1.0 / 60; director.View = glView; director.Projection = CCDirectorProjection.TwoD; //if (!director.EnableRetinaDisplay(true)) // Console.WriteLine ("Retina Display not supported"); CCTexture2D.DefaultAlphaPixelFormat = CCTexture2DPixelFormat.Rgba8888; // CCDirector.SharedDirector.ShouldAutorotateToInterfaceOrientation = (orientation) => { // return orientation == UIInterfaceOrientation.LandscapeLeft || orientation == UIInterfaceOrientation.LandscapeRight; // }; CCTexture2D.PVRImageHavePremultipliedAlpha = true; director.Run(GameLayer.Scene); // Create a Navigation Controller with the Director NavController = new UINavigationController(director) { NavigationBarHidden = true, WantsFullScreenLayout = true }; // set the Navigation Controller as the root view controller window.RootViewController = NavController; window.MakeKeyAndVisible(); return(true); }
/// This method is invoked when the application has loaded and is ready to run. In this // method you should instantiate the window, load the UI into it and then make the window // visible. // You have 17 seconds to return from this method, or iOS will terminate your application. public override bool FinishedLaunching(UIApplication app, NSDictionary options) { // create a new window instance based on the screen size window = new UIWindow (UIScreen.MainScreen.Bounds); var glView = new CCGLView(window.Bounds); director = (CCDirectorDisplayLink)CCDirector.SharedDirector; director.WantsFullScreenLayout = true; //director.DisplayStats = true; director.AnimationInterval = 1.0/60; director.View = glView; director.Projection = CCDirectorProjection.TwoD; //if (!director.EnableRetinaDisplay(true)) // Console.WriteLine ("Retina Display not supported"); CCTexture2D.DefaultAlphaPixelFormat = CCTexture2DPixelFormat.Rgba8888; // CCDirector.SharedDirector.ShouldAutorotateToInterfaceOrientation = (orientation) => { // return orientation == UIInterfaceOrientation.LandscapeLeft || orientation == UIInterfaceOrientation.LandscapeRight; // }; CCTexture2D.PVRImageHavePremultipliedAlpha = true; director.Run (GameLayer.Scene); // Create a Navigation Controller with the Director NavController = new UINavigationController(director) {NavigationBarHidden=true, WantsFullScreenLayout=true}; // set the Navigation Controller as the root view controller window.RootViewController = NavController; window.MakeKeyAndVisible (); return true; }
/// This method is invoked when the application has loaded and is ready to run. In this // method you should instantiate the window, load the UI into it and then make the window // visible. // You have 17 seconds to return from this method, or iOS will terminate your application. public override bool FinishedLaunching(UIApplication app, NSDictionary options) { // create a new window instance based on the screen size window = new UIWindow(UIScreen.MainScreen.Bounds); var glView = new CCGLView(window.Bounds); director = (CCDirectorDisplayLink)CCDirector.SharedDirector; director.WantsFullScreenLayout = true; //director.DisplayStats = true; director.AnimationInterval = 1.0 / 60; director.View = glView; director.Projection = CCDirectorProjection.TwoD; CCTexture2D.DefaultAlphaPixelFormat = CCTexture2DPixelFormat.Rgba8888; CCTexture2D.PVRImageHavePremultipliedAlpha = true; director.Run(GameLayer.Scene); // Create a Navigation Controller with the Director NavController = new UINavigationController(director) { NavigationBarHidden = true, WantsFullScreenLayout = true }; // set the Navigation Controller as the root view controller window.RootViewController = NavController; window.MakeKeyAndVisible(); return(true); }
public void Setup() { //Some types require a working Director, like CCTextureCache var director = CCDirector.SharedDirector; #if MONOMAC //var glView = new CCGLView (); #else var glView = new CCGLView (MonoTouch.UIKit.UIScreen.MainScreen.Bounds); director.View = glView; //UIApplication.SharedApplication.Windows[0].RootViewController.PresentViewController (new UINavigationController (director), false, null); #endif }