public void Run(GameRunBehavior runBehavior) { this.AssertNotDisposed(); if (!this.Platform.BeforeRun()) { return; } if (!this._initialized) { this.DoInitialize(); this._initialized = true; } this.BeginRun(); switch (runBehavior) { case GameRunBehavior.Asynchronous: this.Platform.AsyncRunLoopEnded += new EventHandler <EventArgs>(this.Platform_AsyncRunLoopEnded); this.Platform.StartRunLoop(); break; case GameRunBehavior.Synchronous: this.Platform.RunLoop(); this.EndRun(); this.DoExiting(); break; default: throw new NotImplementedException(string.Format("Handling for the run behavior {0} is not implemented.", (object)runBehavior)); } }
public void Run(GameRunBehavior runBehavior) { AssertNotDisposed(); if (!Platform.BeforeRun()) { return; } if (!_initialized) { DoInitialize(); _initialized = true; } BeginRun(); switch (runBehavior) { case GameRunBehavior.Asynchronous: Platform.AsyncRunLoopEnded += Platform_AsyncRunLoopEnded; Platform.StartRunLoop(); break; case GameRunBehavior.Synchronous: Platform.RunLoop(); EndRun(); DoExiting(); break; default: throw new ArgumentException(string.Format( "Handling for the run behavior {0} is not implemented.", runBehavior)); } }
public void Run(GameRunBehavior runBehavior) { AssertNotDisposed(); if (!Platform.BeforeRun()) { return; } // In an original XNA game the GraphicsDevice property is null // during initialization but before the Game's Initialize method is // called the property is available so we can only assume that it // should be created somewhere in here. We cannot set the viewport // values correctly based on the Preferred settings which is causing // some problems on some Microsoft samples which we are not handling // correctly. graphicsDeviceManager.CreateDevice(); applyChanges(graphicsDeviceManager); Platform.BeforeInitialize(); Initialize(); _initialized = true; BeginRun(); switch (runBehavior) { case GameRunBehavior.Asynchronous: Platform.AsyncRunLoopEnded += Platform_AsyncRunLoopEnded; Platform.StartRunLoop(); break; case GameRunBehavior.Synchronous: Platform.RunLoop(); EndRun(); OnExiting(this, EventArgs.Empty); break; default: throw new NotImplementedException(string.Format( "Handling for the run behavior {0} is not implemented.", runBehavior)); } }
public void Run(GameRunBehavior runBehavior) { AssertNotDisposed(); if (!Platform.BeforeRun()) { BeginRun(); _gameTimer = Stopwatch.StartNew(); return; } if (!_initialized) { DoInitialize(); _initialized = true; } BeginRun(); _gameTimer = Stopwatch.StartNew(); switch (runBehavior) { case GameRunBehavior.Asynchronous: Platform.AsyncRunLoopEnded += Platform_AsyncRunLoopEnded; Platform.StartRunLoop(); break; case GameRunBehavior.Synchronous: // XNA runs one Update even before showing the window DoUpdate(new GameTime()); Platform.RunLoop(); EndRun(); DoExiting(); break; default: throw new ArgumentException(string.Format( "Handling for the run behavior {0} is not implemented.", runBehavior)); } }
public void Run(GameRunBehavior runBehavior) { }