Example #1
0
        public SdlRenderer()
        {
            SDL.Init(InitFlags.Video);

            _window        = SDL.CreateWindow(".NET Core SDL2-CS Tutorial", SDL.WINDOWPOS_CENTERED, SDL.WINDOWPOS_CENTERED, 1024, 768, WindowFlags.Resizable);
            _renderer      = SDL.CreateRenderer(_window, -1, RendererFlags.Accelerated);
            this.blockSize = 20;
        }
Example #2
0
        public Window(string title, int left, int top, int width, int height, SDL.SDL_WindowFlags flags, bool createRenderer = false)
        {
            this.Title  = title;
            this.Left   = left;
            this.Top    = top;
            this.Width  = width;
            this.Height = height;
            this.Flags  = flags;
            this.IntPtr = SDL.CreateWindow(title, left, top, width, height, flags);
            if (createRenderer)
            {
                //IntPtr windowIntPtr;// = new IntPtr();
                //IntPtr rendrerIntPtr;// = new IntPtr();

                //var rv=SDL.CreateWindowAndRenderer(width, height, SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN, out windowIntPtr, out rendrerIntPtr);
                //if (Convert.ToBoolean(windowIntPtr.ToInt64()) && Convert.ToBoolean(rendrerIntPtr.ToInt64()))
                //{
                //this.Renderer = new Renderer() { IntPtr = rendrerIntPtr };//
                this.Renderer = (Renderer)SDL.CreateRenderer(this.IntPtr, 0, SDL.SDL_RendererFlags.SDL_RENDERER_ACCELERATED);
                //}
            }
        }
Example #3
0
 /// <summary>
 ///     Creates a new hardware-accelerated 2D renderer.
 /// </summary>
 /// <param name="window">The window to attach this rendering context to</param>
 public Renderer(Window window)
 {
     RendererPtr = SDL.CreateRenderer(window.WindowPtr, -1, SDL_RENDERER_ACCELERATED);
     ThrowIfFailed(RendererPtr);
     //SDL.SetHint(HintRenderScaleQuality, ((int)ScaleQuality.Nearest).ToString());
 }
Example #4
0
        /// <summary>
        /// Sets up a window and enters the gameloop. (Code after this call won't run until the game has exited.)
        /// </summary>
        public static void Run(float speed = 100f)
        {
            SDL.Init(SDL.InitFlags.EVERYTHING);
            IMG.Init(IMG.InitFlags.EVERYTHING);
            Mix.Init(Mix.InitFlags.EVERYTHING);
            TTF.Init();

            //open window
            SDL.SetHint(SDL.HINT_RENDER_VSYNC, "1");
            SDL.SetHint(SDL.HINT_RENDER_SCALE_QUALITY, "2");

            WindowHandle   = SDL.CreateWindow("HatlessEngine", SDL.WINDOWPOS_UNDEFINED, SDL.WINDOWPOS_UNDEFINED, 800, 600, SDL.WindowFlags.WINDOW_SHOWN | SDL.WindowFlags.WINDOW_RESIZABLE | SDL.WindowFlags.WINDOW_INPUT_FOCUS);
            RendererHandle = SDL.CreateRenderer(WindowHandle, -1, (uint)(SDL.RendererFlags.RENDERER_ACCELERATED | SDL.RendererFlags.RENDERER_PRESENTVSYNC));
            SDL.SetRenderDrawBlendMode(RendererHandle, SDL.BlendMode.BLENDMODE_BLEND);

            Window.SetIcon();

            //add default view that spans the current window
            new View("default", new Rectangle(Point.Zero, Window.Size), new Rectangle(Point.Zero, new Point(1f, 1f)));

            //initialize audio system and let Resources handle sound expiration
            Mix.OpenAudio(44100, SDL.AUDIO_S16SYS, 2, 4096);
            Mix.AllocateChannels((int)(speed * 2));             //might want to dynamically create and remove channels during runtime
            Mix.ChannelFinished(new Mix.ChannelFinishedDelegate(Resources.SoundChannelFinished));
            Mix.HookMusicFinished(new Mix.MusicFinishedDelegate(Resources.MusicFinished));

            //initialize loop
            StepsPerSecond = speed;

            Running = true;

            if (Started != null)
            {
                Started(null, EventArgs.Empty);
            }

            Stopwatch stopWatch = new Stopwatch();

            stopWatch.Start();

            //do a step before the first draw can occur
            Step();

            long lastStepTick = 0;
            long lastDrawTick = 0;
            long lastStepTime = 0;
            long lastDrawTime = 0;

            while (Running)
            {
                //perform step when needed
                if (stopWatch.ElapsedTicks >= lastStepTick + TicksPerStep)
                {
                    if (CatchUpSteps)
                    {
                        lastStepTick = lastStepTick + TicksPerStep;
                    }
                    else
                    {
                        lastStepTick = stopWatch.ElapsedTicks;
                    }
                    Step();

                    _ActualSPS   = (int)(Stopwatch.Frequency / (stopWatch.ElapsedTicks - lastStepTime));
                    lastStepTime = stopWatch.ElapsedTicks;
                }

                //perform draw when ready for a new one
                if (!RenderframeReady && Running && stopWatch.ElapsedTicks >= lastDrawTick + TicksPerDraw)
                {
                    lastDrawTick = lastDrawTick + TicksPerDraw;
                    Draw();

                    _ActualFPS   = (int)(Stopwatch.Frequency / (stopWatch.ElapsedTicks - lastDrawTime));
                    lastDrawTime = stopWatch.ElapsedTicks;
                }
            }

            //cleanup and uninitialization
            Resources.UnloadAllExternalResources();
            Log.CloseAllStreams();
            Input.CloseGamepads();

            SDL.DestroyWindow(WindowHandle);
            WindowHandle = IntPtr.Zero;
            SDL.DestroyRenderer(RendererHandle);
            RendererHandle = IntPtr.Zero;

            Mix.CloseAudio();

            SDL.Quit();
            IMG.Quit();
            Mix.Quit();
            TTF.Quit();
        }
Example #5
0
 public Renderer(Window window, int index, SDL.SDL_RendererFlags renderFlags)
 {
     this.Window = window;
     this.IntPtr = SDL.CreateRenderer((IntPtr)window, index, renderFlags);
 }