public HypeGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; inputManager = new InputManager(); Components.Add(inputManager); }
public Game1() { graphics = new GraphicsDeviceManager(this); input = new InputManager(Services, Window.Handle); gui = new GuiManager(Services); Content.RootDirectory = "Content"; var capturer = new Nuclex.UserInterface.Input.DefaultInputCapturer(input); capturer.ChangePlayerIndex(ExtendedPlayerIndex.Five); gui.InputCapturer = capturer; // Automatically query the input devices once per update Components.Add(input); // You can either add the GUI to the Components collection to have it render // automatically, or you can call the GuiManager's Draw() method yourself // at the appropriate place if you need more control. Components.Add(gui); IsMouseVisible = true; Window.AllowUserResizing = true; graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; }
private ButtonControl joinButton, helpButton, quitButton; // the buttons public MainMenu(Game game, GameStateManager gameStateManager, GuiManager gui, InputManager input) : base(gameStateManager) { // load textures // this can probably go in OnEntered() bg = game.Content.Load<Texture2D>("textures/menu/greentank"); // stays in constructor this.gameStateManager = gameStateManager; this.game = game; this.gui = gui; this.input = input; // the following code can probably go in OnEntered() as well graphicsDevice = game.GraphicsDevice; spriteBatch = new SpriteBatch(graphicsDevice); Viewport viewport = game.GraphicsDevice.Viewport; mainMenuScreen = new Screen(viewport.Width, viewport.Height); gui.Screen = mainMenuScreen; mainMenuScreen.Desktop.Bounds = new UniRectangle(new UniScalar(0.0f, 0.0f), new UniScalar(0.0f, 0.0f), new UniScalar(1.0f, 0.0f), new UniScalar(1.0f, 0.0f)); InitializeComponents(); joinButton.Pressed += new EventHandler(joinButton_Pressed); helpButton.Pressed += new EventHandler(helpButton_Pressed); quitButton.Pressed += new EventHandler(quitButton_Pressed); }
public void TestServiceConstructor() { var services = new GameServiceContainer(); using (var manager = new InputManager(services)) { Assert.IsNotNull(services.GetService(typeof(IInputService))); } Assert.IsNull(services.GetService(typeof(IInputService))); }
public FusionGame() { Graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Graphics.PreferredBackBufferWidth = 1024; Graphics.PreferredBackBufferHeight = 768; _gsm = new GameStateManager(); Input = new InputManager(Services); }
/// <summary> /// Constructs a new input state. /// </summary> public InputState(Game game) { CurrentKeyboardStates = new KeyboardState[MaxInputs]; CurrentGamePadStates = new GamePadState[MaxGamePads]; LastKeyboardStates = new KeyboardState[MaxInputs]; LastGamePadStates = new GamePadState[MaxGamePads]; GamePadWasConnected = new bool[MaxGamePads]; inputManager = new InputManager(game.Services, game.Window.Handle); game.Components.Add(inputManager); }
public ROClient() { Singleton = this; graphics = new GraphicsDeviceManager(this); graphics.SynchronizeWithVerticalRetrace = false; // REMOVE ME LATER Window.Title = "Ragnarok Online"; SharedInformation.Initialize(Services, GraphicsDevice); Content = SharedInformation.ContentManager; try { Stream s = Content.Load<Stream>(@"data\fb\config\config.xml"); SharedInformation.Config = Configuration.FromStream(s); s.Close(); } catch { SharedInformation.Config = new Configuration(); } SharedInformation.Config.ReadConfig(); bgmManager = new BGMManager(); effectManager = new EffectManager(); luaManager = new LuaManager(); inputManager = new Nuclex.Input.InputManager(Services, Window.Handle); guiManager = new GuiManager(this); guiManager.DrawOrder = 1000; Components.Add(inputManager); Components.Add(guiManager); Components.Add(new FPSCounter(this)); // REMOVE ME LATER IsFixedTimeStep = false; // REMOVE ME LATER Services.AddService(typeof(InputManager), inputManager); Services.AddService(typeof(GuiManager), guiManager); Services.AddService(typeof(EffectManager), effectManager); Services.AddService(typeof(BGMManager), bgmManager); Services.AddService(typeof(LuaManager), luaManager); graphics.PreferredBackBufferWidth = SharedInformation.Config.ScreenWidth; graphics.PreferredBackBufferHeight = SharedInformation.Config.ScreenHeight; graphics.ApplyChanges(); netState = new NetworkState(); }
public gxtaGame() { try { this.gdm = new GraphicsDeviceManager(this); this.input = new InputManager(Services, Window.Handle); this.gui = new GuiManager(Services); Content.RootDirectory = "Content"; IsMouseVisible = true; } catch (Exception e) { Console.WriteLine(e.Message); } }
public PandaPanic() { this.graphics = new GraphicsDeviceManager(this); this.input = new InputManager(Services, Window.Handle); this.gui = new Nuclex.UserInterface.GuiManager(Services); Components.Add(input); // You can either add the GUI to the Components collection to have it render // automatically, or you can call the GuiManager's Draw() method yourself // at the appropriate place if you need more control. Components.Add(this.gui); // It's a good idea to show the mouse if the user is supposed to click on // the buttons in the GUI :) IsMouseVisible = true; Content.RootDirectory = "Content"; }
public InputHandler(Game game) : base(game) { _inputManager = new InputManager(game.Services); _keyboardState = Keyboard.GetState(); _gamePadStates = new GamePadState[Enum.GetValues(typeof(PlayerIndex)).Length]; _diStates = new GamePadState[Enum.GetValues(typeof(ExtendedPlayerIndex)).Length]; foreach (PlayerIndex index in Enum.GetValues(typeof(PlayerIndex))) _gamePadStates[(int)index] = GamePad.GetState(index); foreach (ExtendedPlayerIndex index in Enum.GetValues(typeof(ExtendedPlayerIndex))) _diStates[(int)index] = _inputManager.GetGamePad(index).GetState(); _mouseState = Mouse.GetState(); }
/// <summary> /// Creates a new Director instance using the specified Game. /// </summary> /// <param name="game">Game instance for the Director to use.</param> /// <param name="preferredResolution">Preferred resolution for game graphics.</param> /// <remarks>Protected to prevent instantiating Director instances outside of the static SharedDirector property.</remarks> protected Director(Game game, Vector2 preferredResolution) : base(game) { if (preferredResolution == null) { throw new ArgumentNullException("defaultResolution"); } PreferredResolution = preferredResolution; DisplaySize = preferredResolution; DisplayCenter = new Vector2(DisplaySize.X / 2.0f, DisplaySize.Y / 2.0f); ResolutionIndependent = false; TransformationMatrix = new Matrix(); EntityWorld = new EntityWorld(game); RenderSystem renderSystem = EntityWorld.SystemManager.SetSystem<RenderSystem>(new RenderSystem(), SystemExecutionType.Draw); AnimationSystem animationSystem = EntityWorld.SystemManager.SetSystem<AnimationSystem>(new AnimationSystem(), SystemExecutionType.Update); MovementSystem movementSystem = EntityWorld.SystemManager.SetSystem<MovementSystem>(new MovementSystem(), SystemExecutionType.Update); ControlSystem controlSystem = EntityWorld.SystemManager.SetSystem<ControlSystem>(new ControlSystem(), SystemExecutionType.Update); MessageBoard = new MessageBoard(game); GameStateManager = new GameStateManager(game.Services); InputManager = new InputManager(game.Services); InputBindingManager = new InputBindingManager(game); TextureManager = new TextureManager(game.Content); FontManager = new FontManager(game.Content); GuiManager = new GuiManager(game.Services); game.Components.Add(EntityWorld); game.Components.Add(MessageBoard); game.Components.Add(InputManager); game.Components.Add(InputBindingManager); game.Services.AddService(typeof(IEntityWorld), EntityWorld); game.Services.AddService(typeof(IMessageBoard), MessageBoard); game.Services.AddService(typeof(IInputBindingManager), InputBindingManager); game.Services.AddService(typeof(ITextureManager), TextureManager); game.Services.AddService(typeof(IFontManager), FontManager); #if DEBUG DebugDisplay = new DebugDisplay(game); game.Components.Add(DebugDisplay); game.Services.AddService(typeof(IDebugDisplay), DebugDisplay); #endif }
public AngryTanks() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // increase update rate to 120 Hz IsFixedTimeStep = true; TargetElapsedTime = new TimeSpan(0, 0, 0, 0, (int)(1000 / 120)); // instantiate server link serverLink = new ServerLink(); // get GameStateManager up and running gameStateManager = new GameStateManager(Services); Components.Add(gameStateManager); gameStateManager.UpdateOrder = 200; gameStateManager.DrawOrder = 200; // down with xna's input! input = new InputManager(Services, Window.Handle); Components.Add(input); input.UpdateOrder = 100; input.GetKeyboard().KeyPressed += HandleKeyPress; // instantiate world world = new World(Services, serverLink); world.UpdateOrder = 500; world.DrawOrder = 500; Components.Add(world); // instantiate game console gameConsole = new GameConsole(this, new Vector2(0, 400), new Vector2(800, 200), new Vector2(10, 10), new Vector2(10, 10), new Color(255, 255, 255, 100)); Components.Add(gameConsole); gameConsole.UpdateOrder = 1000; gameConsole.DrawOrder = 1000; gameConsole.PromptReceivedInput += HandlePromptInput; // instantiate AudioManager audioManager = new AudioManager(this); }
public AngryTanks() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // increase update rate to 120 Hz IsFixedTimeStep = true; TargetElapsedTime = new TimeSpan(0, 0, 0, 0, (int)(1000 / 120)); // instantiate server link serverLink = new ServerLink(); // down with xna's input! Input = new InputManager(Services, Window.Handle); Services.AddService(typeof(InputManager), Input); Components.Add(Input); Input.UpdateOrder = 100; gameServices = new GameServiceContainer(); gui = new GuiManager(gameServices, graphics, Input); Services.AddService(typeof(GuiManager), gui); Components.Add(gui); IsMouseVisible = true; //Input.GetKeyboard().KeyPressed += HandleKeyPress; // instantiate game console //gameConsole = new GameConsole(this, new Vector2(0, 400), new Vector2(800, 200), // new Vector2(10, 10), new Vector2(10, 10), new Color(255, 255, 255, 100)); //Components.Add(gameConsole); //gameConsole.UpdateOrder = 1000; //gameConsole.DrawOrder = 1000; //gameConsole.PromptReceivedInput += HandlePromptInput; // instantiate the world /* disabling for testing world = new World(this, serverLink); Components.Add(world); world.UpdateOrder = 100; world.DrawOrder = 100; */ }
public Game1() { this.graphics = new GraphicsDeviceManager(this); this.input = new InputManager(Services, Window.Handle); this.gui = new GuiManager(Services); this.manager = new GameStateManager(Services); Components.Add(this.input); Components.Add(this.gui); this.gui.DrawOrder = 1000; Components.Add(this.manager); IsMouseVisible = true; quit = false; music = null; cursorTrigger = false; Content.RootDirectory = "Content"; Window.Title = "GunBond"; MediaPlayer.IsRepeating = true; }
public JoinMenu(Game game, GameStateManager gameStateManager, GuiManager gui, InputManager input) : base(gameStateManager) { this.game = game; this.gameStateManager = gameStateManager; this.gameService = new GameServiceContainer(); this.gui = gui; this.input = input; spriteBatch = new SpriteBatch(game.GraphicsDevice); bg = game.Content.Load<Texture2D>("textures/menu/ScoutTank"); Viewport viewport = game.GraphicsDevice.Viewport; joinScreen = new Screen(viewport.Width, viewport.Height); gui.Screen = joinScreen; joinScreen.Desktop.Bounds = new UniRectangle(new UniScalar(0.0f, 0.0f), new UniScalar(0.0f, 0.0f), new UniScalar(1.0f, 0.0f), new UniScalar(1.0f, 0.0f)); InitializeComponents(); joinButton.Pressed += new EventHandler(joinButton_Pressed); backButton.Pressed += new EventHandler(backButton_Pressed); }
public User(Game game, Ecosystem ecosystem) { this.ecosystem = ecosystem; this.game = game; this.baseGame = (CircleOfLifeGame)game; //Initialize Nuclex Managers state = new Nuclex.Game.States.GameStateManager(game.Services); input = new InputManager(game.Services); gui = new GuiManager(game.Services); //Add nuclex managers to game components game.Components.Add(state); game.Components.Add(input); game.Components.Add(gui); //initialize input device objects keyboard = input.GetKeyboard(); mouse = input.GetMouse(); hudDestination = new Rectangle(0, (int)(baseGame.graphics.PreferredBackBufferHeight * 0.9f), baseGame.graphics.PreferredBackBufferWidth, (int)(baseGame.graphics.PreferredBackBufferHeight * 0.1f)); //meh Initialize(); }
public Game1() { handler = new UnhandledExceptionEventHandler(Target); try { outWriter.WriteLine(DateTime.Now.ToLongDateString() + ", " + DateTime.Now.ToLongTimeString()); PrintToOutput("Starting Program"); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; guiManager = new GuiManager(Services); inputManager = new InputManager(Services, Window.Handle); Components.Add(this.inputManager); Components.Add(this.guiManager); this.guiManager.DrawOrder = 1000; IsMouseVisible = true; PrintToOutput("Finished Starting Program"); } catch (Exception e) { handler.Invoke(e, new UnhandledExceptionEventArgs(e, true)); } }
public void TestDefaultConstructor() { using (var manager = new InputManager()) { Assert.IsNotNull(manager); // nonsense, avoids compiler warning } }
public void TestUpdateViaIUpdateable() { using (var manager = new InputManager()) { ((IUpdateable)manager).Update(new GameTime()); } }
public void TestEnabledProperty() { using (var manager = new InputManager()) { Assert.IsTrue(((IUpdateable)manager).Enabled); } }
public void TestInitializeGameComponent() { using (var manager = new InputManager()) { ((IGameComponent)manager).Initialize(); } }
public void TestChangeUpdateOrder() { using (Mockery mockery = new Mockery()) { using (var manager = new InputManager()) { IUpdateableSubscriber updateable = mockery.NewMock<IUpdateableSubscriber>(); manager.EnabledChanged += updateable.EnabledChanged; manager.UpdateOrderChanged += updateable.UpdateOrderChanged; Expect.Once.On(updateable).Method("UpdateOrderChanged").WithAnyArguments(); manager.UpdateOrder = 123; Assert.AreEqual(123, manager.UpdateOrder); manager.UpdateOrderChanged -= updateable.UpdateOrderChanged; manager.EnabledChanged -= updateable.EnabledChanged; } mockery.VerifyAllExpectationsHaveBeenMet(); } }
public void TestGetDirectInputGamePad() { using (var manager = new InputManager()) { Assert.IsNotNull(manager.GetGamePad(ExtendedPlayerIndex.Five)); } }
public void TestGetXinputGamePad() { using (var manager = new InputManager()) { Assert.IsNotNull(manager.GetGamePad(PlayerIndex.One)); } }
public void TestGetChatPad() { using (var manager = new InputManager()) { Assert.IsNotNull(manager.GetKeyboard(PlayerIndex.One)); } }
public void TestGetKeyboard() { using (var manager = new InputManager()) { Assert.IsNotNull(manager.GetKeyboard()); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // load settings file LoadSettings(); InitializeGraphics(); GameStates = new GameStateManager(Services); Input = new InputManager(Services); Services.AddService(typeof(ContentManager), Content); GameStates.Initialize(); base.Initialize(); }
public void TestMiceCollection() { using (var manager = new InputManager()) { Assert.Greater(manager.Mice.Count, 0); } }
public void TestGamePadsCollection() { using (var manager = new InputManager()) { Assert.Greater(manager.GamePads.Count, 0); } }
public void TestSnapshots() { using (var manager = new InputManager()) { Assert.AreEqual(0, manager.SnapshotCount); manager.TakeSnapshot(); Assert.AreEqual(1, manager.SnapshotCount); manager.Update(); Assert.AreEqual(0, manager.SnapshotCount); } }