/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { InputHandler(); GraphicOptions.FrameLength = (float)gameTime.ElapsedGameTime.TotalSeconds; renderer.Update(); //base.Update(gameTime); }
private void ShowEntity(Entity e) { _selectionWindow.Hide(); if (e != null) { if (_renderer != null) { _renderer.Shutdown(); } else { _renderer = new EntityRenderer(e, World); _renderer.Next.Click += new EventHandler(Next_Click); _renderer.Previous.Click += new EventHandler(Previous_Click); } _renderer.Update(e); } }
/// <summary> /// Updates the scene in a thread-safe way. /// </summary> /// <param name="time">Delta time (seconds).</param> public void Update(double time) { // TODO: Locking here causes deadlock. // Fix that, instead of using the cheap work-around. //lock (this) //{ try { renderer.Update(); } catch (Exception ex) { Console.Error.WriteLine(ex); } //} }
public void Update() { renderer.Update(); }