public GameScreen()
 {
  	
       guiCam = new Camera2D(Assets.screenWidth, Assets.screenHeight);
       batcher = new spritebatchextension(Assets.max_texrg );
       batcherBridge=new BatcherBridge(batcher);
       ts_bridge=new tools_seting_bridge();
  
      
     //Sending a handle of this class to c++
      Bridge.postobject(this, 0);
     //Sending a handle of this class to c++
      Bridge.postobject(batcherBridge, 1);
     //Sending a handle of this class to c++
      Bridge.postobject(guiCam, 2);
     //////////////////////////////////////
      Bridge.postobject(ts_bridge,4);
    /////////////////////////////////  
      
  }
Example #2
0
        protected void LoadContent()
        {
            GrDev = base.GraphicsDevice;
            spriteBatch = new SpriteBatch(base.GraphicsDevice);
            spriteBatch1 = new SpriteBatch(base.GraphicsDevice);
            this.camera = new Camera2D(new Viewport(0, 0, (int)Assets.screenWidth, (int)Assets.screenHeight));
            if (this.acel != null)
            {
                acel.ReportInterval = acel.MinimumReportInterval;
                acel.ReadingChanged += Aceloro;
                
            }

            if (this.orientationSensor != null)
            {
                Settings.orientation = this.orientationSensor.GetCurrentOrientation();
                switch (Settings.orientation)
                {
                    case SimpleOrientation.NotRotated: Settings.or = 1; break;
                    case SimpleOrientation.Faceup: Settings.or = 1; break;
                    case SimpleOrientation.Rotated180DegreesCounterclockwise: Settings.or = 2; break;
                    case SimpleOrientation.Rotated270DegreesCounterclockwise:Settings.or = 3; break;
                    case SimpleOrientation.Rotated90DegreesCounterclockwise:Settings.or = 4; break;
                }
                this.orientationSensor.OrientationChanged += OrientationChange;

            }

         
   
        }