static void Main(string[] args) { UnitTest.UnitTest test = new UnitTest.UnitTest(); string[] my_args = { System.Reflection.Assembly.GetAssembly(test.GetType()).Location}; int returnCode = NUnit.ConsoleRunner.Runner.Main(my_args); if (returnCode != 0) Console.Beep(); Console.WriteLine("press the anykey to exit ..."); Console.ReadKey(); }
/// <summary> /// Setup OpenGL and load resources here. /// </summary> /// <param name="e">Not used.</param> protected override void OnLoad(EventArgs e) { GL.ClearColor(Color.MidnightBlue); renderer = new Gwen.Renderer.OpenTK(); skin = new Gwen.Skin.TexturedSkin(renderer, "DefaultSkin.png"); //skin = new Gwen.Skin.Simple(renderer); //skin.DefaultFont = new Font(renderer, "Courier", 10); canvas = new Canvas(skin); input = new Gwen.Input.OpenTK(this); input.Initialize(canvas); canvas.SetSize(Width, Height); canvas.ShouldDrawBackground = true; canvas.BackgroundColor = Color.FromArgb(255, 150, 170, 170); //canvas.KeyboardInputEnabled = true; test = new UnitTest.UnitTest(canvas); stopwatch.Restart(); lastTime = 0; }
/// <summary> /// Setup OpenGL and load resources here. /// </summary> /// <param name="e">Not used.</param> protected override void OnLoad(EventArgs e) { GL.ClearColor(Color.MidnightBlue); renderer = new Gwen.Renderer.OpenTK(); skin = new Gwen.Skin.TexturedBase(renderer, "DefaultSkin.png"); skin.DefaultFont = new Font(renderer, "Arial", 10); canvas = new Canvas(skin); input = new Input.OpenTK(this); input.Initialize(canvas); canvas.SetSize(Width, Height); canvas.ShouldDrawBackground = true; canvas.BackgroundColor = Color.FromArgb(255, 150, 170, 170); ////canvas.KeyboardInputEnabled = true; //Control.TreeControl ctrl = new Control.TreeControl(canvas); //ctrl.AddNode("Node One"); //ctrl.AddNode("Node Two").AddNode("Node Two Inside"); //ctrl.SetBounds(20, 20, 400, 400); test = new UnitTest.UnitTest(canvas); //var button = new Button(canvas); //button.Font = new Font(renderer, "Times New Roman", 30); //button.AutoSizeToContents = false; //button.Text = "Hello I am a\n test button!"; //button.SetPosition(500, 500); //button.SetSize(200, 30); stopwatch.Restart(); lastTime = 0; }
protected override void OnLoad() { GL.ClearColor(Color.MidnightBlue); renderer = new Gwen.Renderer.OpenTK(this); skin = new Gwen.Skin.TexturedBase(renderer, "DefaultSkin.png") { DefaultFont = new Font(renderer, "Arial", 10) }; canvas = new Canvas(skin); input = new Input.OpenTK(); input.Initialize(canvas); canvas.SetSize(1024, 768); canvas.ShouldDrawBackground = true; canvas.BackgroundColor = Color.FromArgb(255, 150, 170, 170); //canvas.KeyboardInputEnabled = true; test = new UnitTest.UnitTest(canvas); stopwatch.Restart(); lastTime = 0; }
/// <summary> /// Setup OpenGL and load resources here. /// </summary> /// <param name="e">Not used.</param> protected override void OnLoad(EventArgs e) { GL.ClearColor(Color.MidnightBlue); renderer = new Gwen.Renderer.OpenTK(); skin = new Gwen.Skin.TexturedBase(renderer, "DefaultSkin.png"); skin.DefaultFont = new Font(renderer, "Arial", 10); canvas = new Canvas(skin); input = new Input.OpenTK(this); input.Initialize(canvas); canvas.SetSize (1024, 768); canvas.ShouldDrawBackground = true; canvas.BackgroundColor = Color.FromArgb(255, 150, 170, 170); //canvas.KeyboardInputEnabled = true; test = new UnitTest.UnitTest(canvas); stopwatch.Restart(); lastTime = 0; }
static void Main() { //try { const int width = 1024; const int height = 768; // Create main window m_Window = new RenderWindow(new VideoMode(width, height), "GWEN.Net SFML test", Styles.Titlebar | Styles.Close | Styles.Resize, new ContextSettings(32, 0)); // Setup event handlers m_Window.Closed += OnClosed; m_Window.KeyPressed += OnKeyPressed; m_Window.Resized += OnResized; m_Window.KeyReleased += window_KeyReleased; m_Window.MouseButtonPressed += window_MouseButtonPressed; m_Window.MouseButtonReleased += window_MouseButtonReleased; m_Window.MouseWheelMoved += window_MouseWheelMoved; m_Window.MouseMoved += window_MouseMoved; m_Window.TextEntered += window_TextEntered; //m_Window.SetFramerateLimit(60); const int fps_frames = 50; List <long> ftime = new List <long>(fps_frames); long lastTime = 0; // create GWEN renderer Renderer.SFML gwenRenderer = new Renderer.SFML(m_Window); // Create GWEN skin //Skin.Simple skin = new Skin.Simple(GwenRenderer); Skin.TexturedBase skin = new Skin.TexturedBase(gwenRenderer, "DefaultSkin.png"); // set default font Font defaultFont = new Font(gwenRenderer) { Size = 10, FaceName = "Arial Unicode MS" }; // try to load, fallback if failed if (gwenRenderer.LoadFont(defaultFont)) { gwenRenderer.FreeFont(defaultFont); } else // try another { defaultFont.FaceName = "Arial"; if (gwenRenderer.LoadFont(defaultFont)) { gwenRenderer.FreeFont(defaultFont); } else // try default { defaultFont.FaceName = "OpenSans.ttf"; } } skin.SetDefaultFont(defaultFont.FaceName); defaultFont.Dispose(); // skin has its own // Create a Canvas (it's root, on which all other GWEN controls are created) m_Canvas = new Canvas(skin); m_Canvas.SetSize(width, height); m_Canvas.ShouldDrawBackground = true; m_Canvas.BackgroundColor = System.Drawing.Color.FromArgb(255, 150, 170, 170); m_Canvas.KeyboardInputEnabled = true; // create the unit test control m_UnitTest = new UnitTest.UnitTest(m_Canvas); // Create GWEN input processor m_Input = new Input.SFML(); m_Input.Initialize(m_Canvas, m_Window); Stopwatch stopwatch = new Stopwatch(); stopwatch.Start(); while (m_Window.IsOpen()) { m_Window.SetActive(); m_Window.DispatchEvents(); m_Window.Clear(); // Clear depth buffer Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT | Gl.GL_COLOR_BUFFER_BIT); if (ftime.Count == fps_frames) { ftime.RemoveAt(0); } ftime.Add(stopwatch.ElapsedMilliseconds - lastTime); lastTime = stopwatch.ElapsedMilliseconds; if (stopwatch.ElapsedMilliseconds > 1000) { m_UnitTest.Fps = 1000f * ftime.Count / ftime.Sum(); stopwatch.Restart(); } // render GWEN canvas m_Canvas.RenderCanvas(); m_Window.Display(); } // we only need to dispose the canvas, it will take care of disposing all its children m_Canvas.Dispose(); // also dispose of these skin.Dispose(); gwenRenderer.Dispose(); } //catch (Exception e) //{ //String msg = String.Format("Exception: {0}\n{1}", e.Message, e.StackTrace); //MessageBox.Show(msg); //} m_Window.Dispose(); }
static void Main() { //try { const int width = 1024; const int height = 768; // Create main window m_Window = new RenderWindow(new VideoMode(width, height), "GWEN.Net SFML test", Styles.Titlebar|Styles.Close|Styles.Resize, new ContextSettings(32, 0)); // Setup event handlers m_Window.Closed += OnClosed; m_Window.KeyPressed += OnKeyPressed; m_Window.Resized += OnResized; m_Window.KeyReleased += window_KeyReleased; m_Window.MouseButtonPressed += window_MouseButtonPressed; m_Window.MouseButtonReleased += window_MouseButtonReleased; m_Window.MouseWheelMoved += window_MouseWheelMoved; m_Window.MouseMoved += window_MouseMoved; m_Window.TextEntered += window_TextEntered; //m_Window.SetFramerateLimit(60); const int fps_frames = 50; List<long> ftime = new List<long>(fps_frames); long lastTime = 0; // create GWEN renderer Renderer.SFML gwenRenderer = new Renderer.SFML(m_Window); // Create GWEN skin //Skin.Simple skin = new Skin.Simple(GwenRenderer); Skin.TexturedBase skin = new Skin.TexturedBase(gwenRenderer, "DefaultSkin.png"); // set default font Font defaultFont = new Font(gwenRenderer) {Size = 10, FaceName = "Arial Unicode MS"}; // try to load, fallback if failed if (gwenRenderer.LoadFont(defaultFont)) { gwenRenderer.FreeFont(defaultFont); } else // try another { defaultFont.FaceName = "Arial"; if (gwenRenderer.LoadFont(defaultFont)) { gwenRenderer.FreeFont(defaultFont); } else // try default { defaultFont.FaceName = "OpenSans.ttf"; } } skin.SetDefaultFont(defaultFont.FaceName); defaultFont.Dispose(); // skin has its own // Create a Canvas (it's root, on which all other GWEN controls are created) m_Canvas = new Canvas(skin); m_Canvas.SetSize(width, height); m_Canvas.ShouldDrawBackground = true; m_Canvas.BackgroundColor = System.Drawing.Color.FromArgb(255, 150, 170, 170); m_Canvas.KeyboardInputEnabled = true; // create the unit test control m_UnitTest = new UnitTest.UnitTest(m_Canvas); // Create GWEN input processor m_Input = new Input.SFML(); m_Input.Initialize(m_Canvas, m_Window); Stopwatch stopwatch = new Stopwatch(); stopwatch.Start(); while (m_Window.IsOpen()) { m_Window.SetActive(); m_Window.DispatchEvents(); m_Window.Clear(); // Clear depth buffer Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT | Gl.GL_COLOR_BUFFER_BIT); if (ftime.Count == fps_frames) ftime.RemoveAt(0); ftime.Add(stopwatch.ElapsedMilliseconds - lastTime); lastTime = stopwatch.ElapsedMilliseconds; if (stopwatch.ElapsedMilliseconds > 1000) { m_UnitTest.Fps = 1000f * ftime.Count / ftime.Sum(); stopwatch.Restart(); } // render GWEN canvas m_Canvas.RenderCanvas(); m_Window.Display(); } // we only need to dispose the canvas, it will take care of disposing all its children m_Canvas.Dispose(); // also dispose of these skin.Dispose(); gwenRenderer.Dispose(); } //catch (Exception e) //{ //String msg = String.Format("Exception: {0}\n{1}", e.Message, e.StackTrace); //MessageBox.Show(msg); //} m_Window.Dispose(); }