private static void Create()
        {
            OnGuiContextCreating(EventArgs.Empty);
            //Create the global GwenRenderer and Canvas
            _renderer = new Gwen.Renderer.SFML(WindowContext.Window);
            WindowContext.Window.KeyPressed          += KeyPressed;
            WindowContext.Window.KeyReleased         += KeyReleased;
            WindowContext.Window.MouseButtonPressed  += MouseButtonPressed;
            WindowContext.Window.MouseButtonReleased += MouseButtonReleased;
            WindowContext.Window.MouseWheelMoved     += MouseWheelMoved;
            WindowContext.Window.MouseMoved          += MouseMoved;
            WindowContext.Window.TextEntered         += TextEntered;

            Gwen.Font font = new Gwen.Font(_renderer, _gameConfiguration.SkinFont, 12);
            _renderer.LoadFont(font);

            _skin = new Gwen.Skin.TexturedBase(_renderer, _gameConfiguration.Skin);
            _skin.SetDefaultFont(font.FaceName);
            font.Dispose();

            Canvas canvas = new Canvas(_skin);

            canvas.SetBounds(0, 0, _virtualResolution.Width, _virtualResolution.Height);
            canvas.ShouldDrawBackground = false;
            canvas.KeyboardInputEnabled = true;
            Canvas = canvas;

            _input = new Gwen.Input.SFML();
            _input.Initialize(canvas, WindowContext.Window);

            OnGuiContextCreated(EventArgs.Empty);
        }
Exemple #2
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        /// <summary>
        /// Contains the shared constructor code
        /// </summary>
        /// <param name="target"></param>
        private Gui(RenderTarget target)
        {
            _renderer = new Gwen.Renderer.SFML(target);

            skin = new TexturedBase(_renderer, "DefaultSkin.png");

            // load font. TODO: remove hardcoding
            using (var font = new Gwen.Font(_renderer, "OpenSans.ttf", 14))
            {
                if (_renderer.LoadFont(font))
                    _renderer.FreeFont(font);
                else
                {
                    font.FaceName = "Arial Unicode MS";
                    if (_renderer.LoadFont(font))
                        _renderer.FreeFont(font);
                    else
                    {
                        font.FaceName = "Arial";
                        _renderer.LoadFont(font);
                    }
                }

                skin.SetDefaultFont(font.FaceName, 14);
            }

            GuiCanvas = new Canvas(skin);
            GuiCanvas.SetSize((int)target.Size.X, (int)target.Size.Y);
            GuiCanvas.ShouldDrawBackground = false;
            GuiCanvas.BackgroundColor = System.Drawing.Color.Black;
            GuiCanvas.KeyboardInputEnabled = true;

            _input = new Gwen.Input.SFML();
            _input.Initialize(GuiCanvas, target);
        }
Exemple #3
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        public HUD(RenderWindow window, bool developerConsole)
        {
            window.KeyReleased += window_KeyReleased;
            window.MouseButtonPressed += window_MouseButtonPressed;
            window.MouseButtonReleased += window_MouseButtonReleased;
            window.MouseWheelMoved += window_MouseWheelMoved;
            window.MouseMoved += window_MouseMoved;
            window.TextEntered += window_TextEntered;            

            gwenRenderer = new Gwen.Renderer.SFML(window);
            Gwen.Skin.TexturedBase skin = new Gwen.Skin.TexturedBase(gwenRenderer, "./assets/DefaultSkin.png");
            defaultFont = new Gwen.Font(gwenRenderer) { Size = 10, FaceName = "./assets/OpenSanss.ttf" };

            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 = "./assets/OpenSans.ttf";
                }
            }

            skin.SetDefaultFont(defaultFont.FaceName);
            defaultFont.Dispose(); // skin has its own

            _canvas = new Gwen.Control.Canvas(skin);
            _canvas.SetSize((int)window.Size.X, (int)window.Size.Y);
            _canvas.ShouldDrawBackground = false;
            _canvas.KeyboardInputEnabled = true; 

            _input = new Gwen.Input.SFML();
            _input.Initialize(_canvas, window);

            tabControl = new Gwen.Control.TabControl(_canvas);
            int tabcontrolheight = 150;
            tabControl.SetBounds(0, window.Size.Y - tabcontrolheight, window.Size.X, tabcontrolheight);
            //Fixes the cursor flickering
            //TODO: Is this cross platform?
            System.Windows.Forms.Cursor.Hide();
            Inventory.Init();
            if (developerConsole)
            {
                HUD.Console.Init();
            }
        }
        private static void Initialize()
        {
            #region setup debug
            TextWriterTraceListener debugger = new TextWriterTraceListener(Console.Out);
            Debug.Listeners.Add(debugger);
            #endregion

            Debug.WriteLine("Initializing Game");

            #region window setup
            window = new RenderWindow(new VideoMode((uint)screenSize.X, (uint)screenSize.Y, 32), "BPN", Styles.Close);
            window.SetFramerateLimit(30);
            window.KeyReleased += new EventHandler<KeyEventArgs>(window_KeyReleased);
            window.Closed += new EventHandler(window_Closed);
            window.MouseButtonReleased += new EventHandler<MouseButtonEventArgs>(window_MouseButtonReleased);
            window.MouseMoved += new EventHandler<MouseMoveEventArgs>(window_MouseMoved);
            window.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(window_MouseButtonPressed);
            window.MouseWheelMoved += new EventHandler<MouseWheelEventArgs>(window_MouseWheelMoved);
            window.EnableVerticalSync(true);
            #endregion

            #region Gui Setup
            guiRenderer = new Gwen.Renderer.SFML(window);
            guiRenderer.Initialize();
            skin = new TexturedBase(guiRenderer, @"Data/DefaultSkin.png");
            guiFont = new Gwen.Font("Data/OpenSans.ttf", 10);
            guiFontLarge = new Gwen.Font("Data/OpenSans.ttf", 14);
            guiRenderer.LoadFont(guiFont);
            guiRenderer.LoadFont(guiFontLarge);
            skin.SetDefaultFont(guiFont.FaceName);

            _canvas = new Canvas(skin);
            _canvas.SetSize(screenSize.X, screenSize.Y);
            _canvas.ShouldDrawBackground = true;
            _canvas.BackgroundColor = System.Drawing.Color.FromArgb(255, 150, 170, 170);
            _canvas.KeyboardInputEnabled = true;

            input = new Gwen.Input.SFML();
            input.Initialize(_canvas);
            #endregion

            #region Side Buttons
            aboutPageButton = new Button(_canvas);
            aboutPageButton.Text = "About";
            aboutPageButton.SetPos(4, 2*screenSize.Y/3-8);
            aboutPageButton.OnDown += new Gwen.Controls.Base.ControlCallback(aboutPageButton_OnDown);

            bookPageButton = new Button(_canvas);
            bookPageButton.Text = "Books";
            bookPageButton.SetPos(4, 32);
            bookPageButton.OnDown += new Gwen.Controls.Base.ControlCallback(bookPageButton_OnDown);

            activePageButton = bookPageButton;
            #endregion

            int leftBound = 80;
            smallPageBounds = new System.Drawing.Rectangle(leftBound,leftBound,screenSize.X-leftBound*2,screenSize.Y -leftBound*2);

            #region Name Generator Initialization
            BookNameGenerator.Initialize();
            PersonNameGenerator.Initialize();
            //Have a few books ready for review at beginning of the game
            for (int i = 0; i < 8; i++)
            { Book b = new Book(); }
            #endregion

            GameManager.Initialize();

            guiRenderer.Initialize();

            Notifications.Initialize();

            Book.Initialize();

            Debug.WriteLine("Initialization Complete");
        }