Exemple #1
0
 private void SwitchModeButton_OnButtonClick(UIElement button)
 {
     if (GraphicsModeControl.Mode == LotView.Model.GlobalGraphicsMode.Hybrid2D)
     {
         GraphicsModeControl.ChangeMode(LotView.Model.GlobalGraphicsMode.Full3D);
     }
     else if (GraphicsModeControl.Mode == LotView.Model.GlobalGraphicsMode.Full3D)
     {
         GraphicsModeControl.ChangeMode(LotView.Model.GlobalGraphicsMode.Hybrid2D);
     }
 }
Exemple #2
0
        public override void Update(FSO.Common.Rendering.Framework.Model.UpdateState state)
        {
            GameFacade.Game.IsFixedTimeStep = (vm == null || vm.Ready);

            Visible = World?.Visible != false && World?.State.Cameras.HideUI != true;
            GameFacade.Game.IsMouseVisible = Visible;

            if (state.NewKeys.Contains(Keys.D1))
            {
                ChangeSpeedTo(1);
            }
            if (state.NewKeys.Contains(Keys.D2))
            {
                ChangeSpeedTo(2);
            }
            if (state.NewKeys.Contains(Keys.D3))
            {
                ChangeSpeedTo(3);
            }
            if (state.NewKeys.Contains(Keys.P))
            {
                ChangeSpeedTo(0);
            }
            if (state.NewKeys.Contains(Keys.D0))
            {
                //frame advance
                ChangeSpeedTo(1);
                GameThread.NextUpdate((FSO.Common.Rendering.Framework.Model.UpdateState ustate) => ChangeSpeedTo(0));
            }
            base.Update(state);

            if (state.NewKeys.Contains(Microsoft.Xna.Framework.Input.Keys.F12) && GraphicsModeControl.Mode != GlobalGraphicsMode.Full2D)
            {
                GraphicsModeControl.ChangeMode((GraphicsModeControl.Mode == GlobalGraphicsMode.Full3D) ? GlobalGraphicsMode.Hybrid2D : GlobalGraphicsMode.Full3D);
            }

            /*
             * if (state.NewKeys.Contains(Keys.F12))
             * {
             *  ChangeSpeedTo(1);
             *  //running 10000 ticks
             *  var timer = new System.Diagnostics.Stopwatch();
             *  timer.Start();
             *
             *  for (int i=0; i<10000; i++)
             *  {
             *      vm.Tick();
             *  }
             *
             *  timer.Stop();
             *  UIScreen.GlobalShowDialog(new UIMobileAlert(new UIAlertOptions() {
             *      Title = "Benchmark",
             *      Message = "10000 ticks took " + timer.ElapsedMilliseconds + "ms."
             *  }), true);
             * }
             */

            if (World != null)
            {
                //stub smooth zoom?
            }

            if (SwitchLot > 0)
            {
                if (!Downtown)
                {
                    SavedLot = vm.Save();
                }
                if (SwitchLot == ActiveFamily.HouseNumber && SavedLot != null)
                {
                    Downtown = false;
                    InitializeLot(SavedLot);
                    SavedLot = null;
                }
                else
                {
                    Downtown = true;
                    InitializeLot(Content.Get().Neighborhood.GetHousePath(SwitchLot), false);
                }
                SwitchLot = -1;
            }
            //vm.Context.Clock.Hours = 12;
            if (vm != null)
            {
                vm.Update();
            }

            //SaveHouseButton_OnButtonClick(null);
        }
Exemple #3
0
        /// <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()
        {
            System.Net.ServicePointManager.DefaultConnectionLimit = 32;
            var kernel = new StandardKernel(
                new RegulatorsModule(),
                new NetworkModule(),
                new CacheModule()
                );

            FSOFacade.Kernel = kernel;

            var settings = GlobalSettings.Default;

            if (FSOEnvironment.SoftwareDepth)
            {
                settings.GraphicsWidth  = (int)(GraphicsDevice.Viewport.Width / FSOEnvironment.DPIScaleFactor);
                settings.GraphicsHeight = (int)(GraphicsDevice.Viewport.Height / FSOEnvironment.DPIScaleFactor);
            }

            //manage settings
            if (settings.LightingMode == -1)
            {
                if (settings.Lighting)
                {
                    if (settings.Shadows3D)
                    {
                        settings.LightingMode = 2;
                    }
                    else
                    {
                        settings.LightingMode = 1;
                    }
                }
                else
                {
                    settings.LightingMode = 0;
                }
                settings.Save();
            }

            var initialMode = (GlobalGraphicsMode)settings.GlobalGraphicsMode;

            if (FSOEnvironment.Enable3D)
            {
                if (initialMode == GlobalGraphicsMode.Full2D)
                {
                    initialMode = GlobalGraphicsMode.Full3D;
                }
            }
            else
            {
                initialMode = GlobalGraphicsMode.Full2D;
            }
            GraphicsModeControl.ChangeMode(initialMode);
            GraphicsModeControl.ModeChanged += SaveGraphicsModePreference;

            FeatureLevelTest.UpdateFeatureLevel(GraphicsDevice);
            if (!FSOEnvironment.MSAASupport)
            {
                settings.AntiAlias = 0;
            }

            LotView.WorldConfig.Current = new LotView.WorldConfig()
            {
                LightingMode    = settings.LightingMode,
                SmoothZoom      = settings.SmoothZoom,
                SurroundingLots = settings.SurroundingLotMode,
                AA                = settings.AntiAlias,
                Weather           = settings.Weather,
                Directional       = settings.DirectionalLight3D,
                Complex           = settings.ComplexShaders,
                EnableTransitions = settings.EnableTransitions
            };

            if (!FSOEnvironment.TexCompressSupport)
            {
                settings.TexCompression = 0;
            }
            else if ((settings.TexCompression & 2) == 0)
            {
                settings.TexCompression = 1;
            }
            FSOEnvironment.TexCompress = (!IffFile.RETAIN_CHUNK_DATA) && (settings.TexCompression & 1) > 0;
            //end settings management

            OperatingSystem os  = Environment.OSVersion;
            PlatformID      pid = os.Platform;

            GameFacade.Linux = (pid == PlatformID.MacOSX || pid == PlatformID.Unix);

            FSO.Content.Content.TS1Hybrid         = GlobalSettings.Default.TS1HybridEnable;
            FSO.Content.Content.TS1HybridBasePath = GlobalSettings.Default.TS1HybridPath;
            FSO.Content.Content.InitBasic(GlobalSettings.Default.StartupPath, GraphicsDevice);
            FSO.SimAntics.VMAvatar.MissingIconProvider = FSO.Client.UI.Model.UIIconCache.GetObject;
            FSO.SimAntics.VM.TestBinding = "Value";
            //VMContext.InitVMConfig();
            base.Initialize();

            GameFacade.GameThread = Thread.CurrentThread;

            SceneMgr = new _3DLayer();
            SceneMgr.Initialize(GraphicsDevice);

            FSOFacade.Controller             = kernel.Get <GameController>();
            FSOFacade.Hints                  = new UI.Hints.UIHintManager();
            GameFacade.Screens               = uiLayer;
            GameFacade.Scenes                = SceneMgr;
            GameFacade.GraphicsDevice        = GraphicsDevice;
            GameFacade.GraphicsDeviceManager = Graphics;
            GameFacade.Emojis                = new Common.Rendering.Emoji.EmojiProvider(GraphicsDevice);
            CurLoader.BmpLoaderFunc          = Files.ImageLoader.FromStream;
            GameFacade.Cursor                = new CursorManager(GraphicsDevice);
            if (!GameFacade.Linux)
            {
                GameFacade.Cursor.Init(FSO.Content.Content.Get().GetPath(""), false);
            }

            /** Init any computed values **/
            GameFacade.Init();

            //init audio now
            HITVM.Init();
            var hit = HITVM.Get();

            hit.SetMasterVolume(HITVolumeGroup.FX, GlobalSettings.Default.FXVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.MUSIC, GlobalSettings.Default.MusicVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.VOX, GlobalSettings.Default.VoxVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.AMBIENCE, GlobalSettings.Default.AmbienceVolume / 10f);

            GameFacade.Strings = new ContentStrings();
            FSOFacade.Controller.Start();

            GraphicsDevice.RasterizerState = new RasterizerState()
            {
                CullMode = CullMode.None
            };

            try {
                var audioTest = new SoundEffect(new byte[2], 44100, AudioChannels.Mono); //initialises XAudio.
                audioTest.CreateInstance().Play();
            } catch (Exception e)
            {
                FSOProgram.ShowDialog("Failed to initialize audio: \r\n\r\n" + e.StackTrace);
            }

            this.IsMouseVisible  = true;
            this.IsFixedTimeStep = true;

            WorldContent.Init(this.Services, Content.RootDirectory);
            DGRP3DMesh.InitRCWorkers();
            if (!(FSOEnvironment.SoftwareKeyboard && FSOEnvironment.SoftwareDepth))
            {
                AddTextInput();
            }
            base.Screen.Layers.Add(SceneMgr);
            base.Screen.Layers.Add(uiLayer);
            GameFacade.LastUpdateState = base.Screen.State;
            //Bind ninject objects
            kernel.Bind <FSO.Content.Content>().ToConstant(FSO.Content.Content.Get());
            kernel.Load(new ClientDomainModule());

            //Have to be eager with this, it sets a singleton instance on itself to avoid packets having
            //to be created using Ninject for performance reasons
            kernel.Get <cTSOSerializer>();
            var ds = kernel.Get <DataService>();

            ds.AddProvider(new ClientAvatarProvider());

            this.Window.Title = "FreeSO";
            DiscordRpcEngine.Init();

            if (!GlobalSettings.Default.Windowed && !GameFacade.GraphicsDeviceManager.IsFullScreen)
            {
                GameFacade.GraphicsDeviceManager.ToggleFullScreen();
            }

            if (GameFacade.Linux)
            {
                MP3Player.NewMode = false;
            }

            //(new Utils.PalMapper()).DoIt();
        }
        public override void Update(FSO.Common.Rendering.Framework.Model.UpdateState state)
        {
            GameFacade.Game.IsFixedTimeStep = (vm == null || vm.Ready);

            Visible = World?.Visible == true && World?.State.Cameras.HideUI == false;
            GameFacade.Game.IsMouseVisible = Visible;

            if (state.WindowFocused && state.NewKeys.Contains(Microsoft.Xna.Framework.Input.Keys.F1) && state.CtrlDown)
            {
                FSOFacade.Controller.ToggleDebugMenu();
            }

            base.Update(state);

            if (state.WindowFocused && state.InputManager.GetFocus() == null)
            {
                if (state.NewKeys.Contains(Keys.D1) || (state.KeyboardState.NumLock && state.NewKeys.Contains(Keys.NumPad1)))
                {
                    ChangeSpeedTo(1);
                }
                else if (state.NewKeys.Contains(Keys.D2) || (state.KeyboardState.NumLock && state.NewKeys.Contains(Keys.NumPad2)))
                {
                    ChangeSpeedTo(2);
                }
                else if (state.NewKeys.Contains(Keys.D3) || (state.KeyboardState.NumLock && state.NewKeys.Contains(Keys.NumPad3)))
                {
                    ChangeSpeedTo(3);
                }
                else if (state.NewKeys.Contains(Keys.P) || state.NewKeys.Contains(Keys.D0) || (state.KeyboardState.NumLock && state.NewKeys.Contains(Keys.NumPad0)))
                {
                    ChangeSpeedTo(0);
                }
            }

            if (World != null)
            {
                //stub smooth zoom?
                if (state.NewKeys.Contains(Keys.F11))
                {
                    //render lot thumbnail test
                    var thumb = World.GetLotThumb(GameFacade.GraphicsDevice, null);
                    var alert = UIAlert.Alert("Thumbnail Test", ".", false);
                    alert.SetIcon(thumb, thumb.Width, thumb.Height);
                    alert.SetSize(thumb.Width + 100, thumb.Height + 100);
                }
            }

            lock (StateChanges)
            {
                while (StateChanges.Count > 0)
                {
                    var e = StateChanges.Dequeue();
                    ClientStateChangeProcess(e.State, e.Progress);
                }
            }

            if (SwitchLot > 0)
            {
                InitializeLot(Path.Combine(Content.Content.Get().TS1BasePath, "UserData/Houses/House" + SwitchLot.ToString().PadLeft(2, '0') + ".iff"), false);
                SwitchLot = -1;
            }
            if (vm != null)
            {
                vm.Update();
            }

            if (state.NewKeys.Contains(Microsoft.Xna.Framework.Input.Keys.F12) && GraphicsModeControl.Mode != GlobalGraphicsMode.Full2D)
            {
                GraphicsModeControl.ChangeMode((GraphicsModeControl.Mode == GlobalGraphicsMode.Full3D) ? GlobalGraphicsMode.Hybrid2D : GlobalGraphicsMode.Full3D);
            }
        }
Exemple #5
0
        public override void Update(FSO.Common.Rendering.Framework.Model.UpdateState state)
        {
            //GameFacade.Game.IsFixedTimeStep = (vm == null || vm.Ready);

            Visible = ((World?.Visible == false || World?.State.Cameras.HideUI != true) && !CityRenderer.Camera.HideUI);
            GameFacade.Game.IsMouseVisible = Visible;

            base.Update(state);

            if (state.NewKeys.Contains(Microsoft.Xna.Framework.Input.Keys.F1) && state.CtrlDown)
            {
                FSOFacade.Controller.ToggleDebugMenu();
            }

            if (CityRenderer != null)
            {
                if (ZoomLevel > 3 && (CityRenderer.m_Zoomed == TerrainZoomMode.Near) != (ZoomLevel == 4))
                {
                    ZoomLevel = (CityRenderer.m_Zoomed == TerrainZoomMode.Near) ? 4 : 5;
                }

                if (World != null)
                {
                    if (CityRenderer.m_Zoomed == TerrainZoomMode.Lot)
                    {
                        if (World.FrameCounter < 3)
                        {
                            //wait until the draw stage has stabalized a bit. tends to be like this
                            // 1. heavy singular draw
                            // 2. update * 30
                            // 3. normal draws
                            CityRenderer.m_LotZoomProgress = 0;
                            World.Visible = true;
                            World.Opacity = 0;
                        }
                        else if (World.FrameCounter == 5 && GlobalSettings.Default.CompatState < GlobalSettings.TARGET_COMPAT_STATE)
                        {
                            GlobalSettings.Default.CompatState = GlobalSettings.TARGET_COMPAT_STATE;
                            GlobalSettings.Default.Save();
                        }
                        else
                        {
                            CityRenderer.InheritPosition(World, FindController <CoreGameScreenController>(), false);
                        }
                    }
                    if (CityRenderer.m_LotZoomProgress > 0f && CityRenderer.m_LotZoomProgress < 1f)
                    {
                        if (CityRenderer.m_Zoomed == TerrainZoomMode.Lot)
                        {
                            if (CityRenderer.m_LotZoomProgress > 0.9999f)
                            {
                                CityRenderer.m_LotZoomProgress = 1f;
                                CityRenderer.Visible           = false;
                            }
                        }
                        else
                        {
                            if (CityRenderer.m_LotZoomProgress < 0.0001f)
                            {
                                CityRenderer.m_LotZoomProgress = 0f;
                                World.Visible = false;
                            }
                        }
                        World.Opacity = Math.Max(0, (CityRenderer.m_LotZoomProgress - 0.5f) * 2);

                        float scale = 1;
                        if (CityRenderer.Camera is CityCamera2D)
                        {
                            var cam = (CityCamera2D)CityRenderer.Camera;
                            scale =
                                1 / ((cam.LotZoomProgress * (1 / cam.m_LotZoomSize) + (1 - cam.LotZoomProgress) * (1 / (Terrain.NEAR_ZOOM_SIZE * cam.m_WheelZoom))))
                                / cam.m_LotZoomSize;
                        }

                        World.State.PreciseZoom = scale;
                    }
                    else
                    {
                        World.Opacity = (CityRenderer.m_Zoomed == TerrainZoomMode.Lot)?1f:0f;
                    }
                }

                if (InLot) //if we're in a lot, use the VM's more accurate time!
                {
                    CityRenderer.SetTimeOfDay((vm.Context.Clock.Hours / 24.0) + (vm.Context.Clock.Minutes / 1440.0) + (vm.Context.Clock.Seconds / 86400.0));
                }
                else
                {
                    var time    = DateTime.UtcNow;
                    var tsoTime = TSOTime.FromUTC(time);
                    CityRenderer.SetTimeOfDay((tsoTime.Item1 / 24.0) + (tsoTime.Item2 / 1440.0) + (tsoTime.Item3 / 86400.0));
                }
            }

            lock (StateChanges)
            {
                while (StateChanges.Count > 0)
                {
                    var e = StateChanges.Dequeue();
                    ClientStateChangeProcess(e.State, e.Progress);
                }
            }

            if (vm != null)
            {
                if (vm.FSOVAsyncLoading)
                {
                    if (vm.FSOVObjTotal != 0)
                    {
                        ClientStateChange(4, vm.FSOVObjLoaded / (float)vm.FSOVObjTotal);
                    }
                }
                else
                {
                    vm.Update();
                }
            }

            var joinAttempt = DiscordRpcEngine.Secret;

            if (joinAttempt != null)
            {
                var  split = joinAttempt.Split('#');
                uint lotID;
                if (uint.TryParse(split[0], out lotID))
                {
                    FindController <CoreGameScreenController>()?.JoinLot(lotID);
                }

                DiscordRpcEngine.Secret = null;
            }

            if (state.NewKeys.Contains(Microsoft.Xna.Framework.Input.Keys.F12) && GraphicsModeControl.Mode != GlobalGraphicsMode.Full2D)
            {
                GraphicsModeControl.ChangeMode((GraphicsModeControl.Mode == GlobalGraphicsMode.Full3D) ? GlobalGraphicsMode.Hybrid2D : GlobalGraphicsMode.Full3D);
            }
        }
Exemple #6
0
        static void Main(string[] args)
        {
            FSO.Windows.Program.InitWindows();
            TimedReferenceController.SetMode(CacheType.PERMANENT);

            Console.WriteLine("Loading Config...");
            try
            {
                var configString = File.ReadAllText("facadeconfig.json");
                Config = Newtonsoft.Json.JsonConvert.DeserializeObject <FacadeConfig>(configString);
            }
            catch (Exception e)
            {
                Console.WriteLine("Could not find configuration file 'facadeconfig.json'. Please ensure it is valid and present in the same folder as this executable.");
                return;
            }

            Console.WriteLine("Locating The Sims Online...");
            string baseDir = AppDomain.CurrentDomain.BaseDirectory;

            Directory.SetCurrentDirectory(baseDir);
            //Application.ThreadException += new ThreadExceptionEventHandler(Application_ThreadException);

            OperatingSystem os  = Environment.OSVersion;
            PlatformID      pid = os.Platform;

            ILocator gameLocator;
            bool     linux = pid == PlatformID.MacOSX || pid == PlatformID.Unix;

            if (linux && Directory.Exists("/Users"))
            {
                gameLocator = new MacOSLocator();
            }
            else if (linux)
            {
                gameLocator = new LinuxLocator();
            }
            else
            {
                gameLocator = new WindowsLocator();
            }

            bool useDX = true;

            FSOEnvironment.Enable3D = true;
            GraphicsModeControl.ChangeMode(FSO.LotView.Model.GlobalGraphicsMode.Full3D);
            GameThread.NoGame          = true;
            GameThread.UpdateExecuting = true;

            var path = Config.Game_Path ?? gameLocator.FindTheSimsOnline();

            if (path != null)
            {
                FSOEnvironment.ContentDir    = "Content/";
                FSOEnvironment.GFXContentDir = "Content/" + (useDX ? "DX/" : "OGL/");
                FSOEnvironment.Linux         = linux;
                FSOEnvironment.DirectX       = useDX;
                FSOEnvironment.TexCompress   = FSOEnvironment.TexCompressSupport;
                FSOEnvironment.GameThread    = Thread.CurrentThread;

                FSO.HIT.HITVM.Init();
                FSO.HIT.HITVM.Get().SetMasterVolume(FSO.HIT.Model.HITVolumeGroup.AMBIENCE, 0);
                FSO.HIT.HITVM.Get().SetMasterVolume(FSO.HIT.Model.HITVolumeGroup.FX, 0);
                FSO.HIT.HITVM.Get().SetMasterVolume(FSO.HIT.Model.HITVolumeGroup.MUSIC, 0);
                FSO.HIT.HITVM.Get().SetMasterVolume(FSO.HIT.Model.HITVolumeGroup.VOX, 0);
                FSO.Files.Formats.IFF.Chunks.STR.DefaultLangCode = FSO.Files.Formats.IFF.Chunks.STRLangCode.EnglishUS;
            }

            Console.WriteLine("Creating Graphics Device...");
            var gds = new GraphicsDeviceServiceMock();
            var gd  = gds.GraphicsDevice;

            //set up some extra stuff like the content manager
            var services = new GameServiceContainer();
            var content  = new ContentManager(services);

            content.RootDirectory = FSOEnvironment.GFXContentDir;
            services.AddService <IGraphicsDeviceService>(gds);

            var vitaboyEffect = content.Load <Effect>("Effects/Vitaboy");

            FSO.Vitaboy.Avatar.setVitaboyEffect(vitaboyEffect);

            WorldConfig.Current = new WorldConfig()
            {
                LightingMode    = 3,
                SmoothZoom      = true,
                SurroundingLots = 0
            };
            DGRP3DMesh.Sync = true;

            Console.WriteLine("Looks like that worked. Loading FSO Content!");
            VMContext.InitVMConfig(false);
            Content.Init(path, gd);
            WorldContent.Init(services, content.RootDirectory);
            VMAmbientSound.ForceDisable = true;
            Layer = new _3DLayer();
            Layer.Initialize(gd);
            GD = gd;

            if (args.FirstOrDefault() == "debug")
            {
                DebugLot = uint.Parse(args[1]);
            }
            Console.WriteLine("Starting Worker Loop!");
            WorkerLoop();

            Console.WriteLine("Exiting.");
            GameThread.SetKilled();
            gds.Release();
        }
Exemple #7
0
        /// <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()
        {
            var settings = GlobalSettings.Default;

            if (FSOEnvironment.DPIScaleFactor != 1 || FSOEnvironment.SoftwareDepth)
            {
                settings.GraphicsWidth  = (int)(GraphicsDevice.Viewport.Width / FSOEnvironment.DPIScaleFactor);
                settings.GraphicsHeight = (int)(GraphicsDevice.Viewport.Height / FSOEnvironment.DPIScaleFactor);
            }

            var initialMode = (GlobalGraphicsMode)settings.GlobalGraphicsMode;

            if (FSOEnvironment.Enable3D)
            {
                if (initialMode == GlobalGraphicsMode.Full2D)
                {
                    initialMode = GlobalGraphicsMode.Full3D;
                }
            }
            else
            {
                initialMode = GlobalGraphicsMode.Full2D;
            }
            GraphicsModeControl.ChangeMode(initialMode);
            GraphicsModeControl.ModeChanged += SaveGraphicsModePreference;

            FSO.LotView.WorldConfig.Current = new FSO.LotView.WorldConfig()
            {
                LightingMode    = settings.LightingMode,
                SmoothZoom      = settings.SmoothZoom,
                SurroundingLots = settings.SurroundingLotMode,
                AA                = settings.AntiAlias,
                Directional       = settings.DirectionalLight3D,
                Complex           = settings.ComplexShaders,
                EnableTransitions = settings.EnableTransitions
            };

            OperatingSystem os  = Environment.OSVersion;
            PlatformID      pid = os.Platform;

            GameFacade.Linux = (pid == PlatformID.MacOSX || pid == PlatformID.Unix);

            FSO.Content.Content.Target            = FSO.Content.FSOEngineMode.TS1;
            FSO.Content.Content.TS1HybridBasePath = GlobalSettings.Default.TS1HybridPath;
            if (FSOEnvironment.Enable3D)
            {
                FSO.Files.RC.DGRP3DMesh.InitRCWorkers();
            }
            //FSO.Content.Content.Init(GlobalSettings.Default.StartupPath, GraphicsDevice);
            FSO.SimAntics.VMAvatar.MissingIconProvider = Simitone.Client.UI.Model.UIIconCache.GetObject;
            base.Initialize();

            GameFacade.GameThread = Thread.CurrentThread;

            SceneMgr = new _3DLayer();
            SceneMgr.Initialize(GraphicsDevice);

            GameFacade.Scenes                = SceneMgr;
            GameFacade.GraphicsDevice        = GraphicsDevice;
            GameFacade.GraphicsDeviceManager = Graphics;
            GameFacade.Cursor                = new CursorManager(GraphicsDevice);
            if (!GameFacade.Linux)
            {
                CurLoader.BmpLoaderFunc = ImageLoader.BaseFunction;
                GameFacade.Cursor.Init(GlobalSettings.Default.TS1HybridPath, true);
            }

            /** Init any computed values **/
            GameFacade.Init();

            //init audio now
            HITVM.Init();
            var hit = HITVM.Get();

            hit.SetMasterVolume(HITVolumeGroup.FX, GlobalSettings.Default.FXVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.MUSIC, GlobalSettings.Default.MusicVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.VOX, GlobalSettings.Default.VoxVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.AMBIENCE, GlobalSettings.Default.AmbienceVolume / 10f);

            ContentStrings.TS1 = true;
            GameFacade.Strings = new ContentStrings();

            GraphicsDevice.RasterizerState = new RasterizerState()
            {
                CullMode = CullMode.None
            };

            try
            {
                var audioTest = new SoundEffect(new byte[2], 44100, AudioChannels.Mono); //initialises XAudio.
                audioTest.CreateInstance().Play();
            }
            catch (Exception e)
            {
                //MessageBox.Show("Failed to initialize audio: \r\n\r\n" + e.StackTrace);
            }

            this.IsFixedTimeStep = true;

            WorldContent.Init(this.Services, Content.RootDirectory);
            base.Screen.Layers.Add(SceneMgr);
            base.Screen.Layers.Add(uiLayer);
            GameFacade.LastUpdateState = base.Screen.State;

            if (!GlobalSettings.Default.Windowed && !GameFacade.GraphicsDeviceManager.IsFullScreen)
            {
                GameFacade.GraphicsDeviceManager.ToggleFullScreen();
            }
        }