public static void Initialize() { dequeueUpdateLoopCallsAction = DequeueUpdateLoopCalls; dequeuePreDrawLoopCallsAction = DequeuePreDrawLoopCalls; dequeuePostDrawLoopCallsAction = DequeuePostDrawLoopCalls; callCameraChangeCallbacksAction = CallCameraChangeCallbacks; UtinniCore.Utinni.GroundScene.AddUpdateLoopCallback(dequeueUpdateLoopCallsAction); UtinniCore.Utinni.GroundScene.AddPreDrawLoopCallback(dequeuePreDrawLoopCallsAction); UtinniCore.Utinni.GroundScene.AddPostDrawLoopCallback(dequeuePostDrawLoopCallsAction); UtinniCore.Utinni.GroundScene.AddCameraChangeCallback(callCameraChangeCallbacksAction); }
public static void Initialize() { onEnabledCallbackAction = OnEnabledCallback; // Storing this in a variable is somehow needed to prevent corruption on WinForms resize. Very odd bug that I still don't fully understand. onDisabledCallbackAction = OnDisabledCallback; onPositionChangedCallbackAction = OnPositionChangedCallback; onRotationChangedCallbackAction = OnRotationChangedCallback; UtinniCore.ImguiGizmo.imgui_impl.AddOnEnabledCallback(onEnabledCallbackAction); UtinniCore.ImguiGizmo.imgui_impl.AddOnDisabledCallback(onDisabledCallbackAction); UtinniCore.ImguiGizmo.imgui_impl.AddOnPositionChangedCallback(onPositionChangedCallbackAction); UtinniCore.ImguiGizmo.imgui_impl.AddOnRotationChangedCallback(onRotationChangedCallbackAction); }
public static void Initialize() { // Storing this in a variable is somehow needed to prevent corruption on WinForms resize. Very odd bug that I still don't fully understand. callInstallCallbacksAction = CallInstallCallbacks; callSetupSceneCallbacksAction = CallSetupSceneCallbacks; callCleanupSceneCallbacksAction = CallCleanupSceneCallbacks; dequeuePreMainLoopCallsAction = DequeuePreMainLoopCalls; dequeueMainLoopCallsAction = DequeueMainLoopCalls; UtinniCore.Utinni.Game.AddInstallCallback(callInstallCallbacksAction); UtinniCore.Utinni.Game.AddSetSceneCallback(callSetupSceneCallbacksAction); UtinniCore.Utinni.Game.AddCleanupSceneCallback(callCleanupSceneCallbacksAction); UtinniCore.Utinni.Game.AddPreMainLoopCallback(dequeuePreMainLoopCallsAction); UtinniCore.Utinni.Game.AddMainLoopCallback(dequeueMainLoopCallsAction); }