/// <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() { OperatingSystem os = Environment.OSVersion; PlatformID pid = os.Platform; GameFacade.Linux = (pid == PlatformID.MacOSX || pid == PlatformID.Unix); FSO.Content.Content.Init(GlobalSettings.Default.StartupPath, GraphicsDevice); base.Initialize(); GameFacade.SoundManager = new FSO.Client.Sound.SoundManager(); GameFacade.GameThread = Thread.CurrentThread; SceneMgr = new _3DLayer(); SceneMgr.Initialize(GraphicsDevice); GameFacade.Controller = new GameController(); GameFacade.Screens = uiLayer; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; GameFacade.GraphicsDeviceManager = Graphics; GameFacade.Cursor = new CursorManager(this.Window); if (!GameFacade.Linux) { GameFacade.Cursor.Init(FSO.Content.Content.Get().GetPath("")); } /** Init any computed values **/ GameFacade.Init(); GameFacade.Strings = new ContentStrings(); GameFacade.Controller.StartLoading(); GraphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; if (!GameFacade.Linux) { BassNet.Registration("*****@*****.**", "2X3163018312422"); Bass.BASS_Init(-1, 8000, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero, System.Guid.Empty); } this.IsMouseVisible = true; 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) { Graphics.ToggleFullScreen(); } }
/// <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 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(); } LotView.WorldConfig.Current = new LotView.WorldConfig() { LightingMode = settings.LightingMode, SmoothZoom = settings.SmoothZoom, SurroundingLots = settings.SurroundingLotMode, AA = settings.AntiAlias, }; FeatureLevelTest.UpdateFeatureLevel(GraphicsDevice); 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.Init(GlobalSettings.Default.StartupPath, GraphicsDevice); VMContext.InitVMConfig(); base.Initialize(); GameFacade.GameThread = Thread.CurrentThread; SceneMgr = new _3DLayer(); SceneMgr.Initialize(GraphicsDevice); FSOFacade.Controller = kernel.Get <GameController>(); GameFacade.Screens = uiLayer; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; GameFacade.GraphicsDeviceManager = Graphics; GameFacade.Emojis = new Common.Rendering.Emoji.EmojiProvider(GraphicsDevice); 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.StartLoading(); 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.IsMouseVisible = true; this.IsFixedTimeStep = true; WorldContent.Init(this.Services, Content.RootDirectory); DGRP3DMesh.InitRCWorkers(); if (!FSOEnvironment.SoftwareKeyboard) { 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(); } }
/// <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() { OperatingSystem os = Environment.OSVersion; PlatformID pid = os.Platform; GameFacade.Linux = (pid == PlatformID.MacOSX || pid == PlatformID.Unix); FSO.Content.Content.Init(GlobalSettings.Default.StartupPath, GraphicsDevice); base.Initialize(); GameFacade.GameThread = Thread.CurrentThread; SceneMgr = new _3DLayer(); SceneMgr.Initialize(GraphicsDevice); GameFacade.Controller = new GameController(); GameFacade.Screens = uiLayer; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; GameFacade.GraphicsDeviceManager = Graphics; GameFacade.Cursor = new CursorManager(this.Window); if (!GameFacade.Linux) { GameFacade.Cursor.Init(FSO.Content.Content.Get().GetPath("")); } /** Init any computed values **/ GameFacade.Init(); //init audio now HITVM.Init(); GameFacade.Strings = new ContentStrings(); GameFacade.Controller.StartLoading(); 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.IsMouseVisible = true; this.IsFixedTimeStep = true; WorldContent.Init(this.Services, Content.RootDirectory); base.Screen.Layers.Add(SceneMgr); base.Screen.Layers.Add(uiLayer); GameFacade.LastUpdateState = base.Screen.State; this.Window.TextInput += GameScreen.TextInput; this.Window.Title = "FreeSO"; if (!GlobalSettings.Default.Windowed) { GameFacade.GraphicsDeviceManager.ToggleFullScreen(); } }
/// <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() { if (FSOEnvironment.DPIScaleFactor != 1 || FSOEnvironment.SoftwareDepth) { GlobalSettings.Default.GraphicsWidth = GraphicsDevice.Viewport.Width / FSOEnvironment.DPIScaleFactor; GlobalSettings.Default.GraphicsHeight = GraphicsDevice.Viewport.Height / FSOEnvironment.DPIScaleFactor; } OperatingSystem os = Environment.OSVersion; PlatformID pid = os.Platform; GameFacade.Linux = (pid == PlatformID.MacOSX || pid == PlatformID.Unix); FSO.Content.Content.Init(GlobalSettings.Default.StartupPath, GraphicsDevice); base.Initialize(); GameFacade.GameThread = Thread.CurrentThread; SceneMgr = new _3DLayer(); SceneMgr.Initialize(GraphicsDevice); uiLayer = new UILayer(this, Font, BigFont); GameFacade.Controller = new GameController(); GameFacade.Screens = uiLayer; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; GameFacade.GraphicsDeviceManager = Graphics; GameFacade.Cursor = new CursorManager(this.Window); if (!GameFacade.Linux) { GameFacade.Cursor.Init(FSO.Content.Content.Get().GetPath("")); } /** Init any computed values **/ GameFacade.Init(); //init audio now HITVM.Init(); GameFacade.Strings = new ContentStrings(); GameFacade.Controller.StartLoading(); 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) { e = new Exception(); } this.IsMouseVisible = true; this.IsFixedTimeStep = true; this.Window.AllowUserResizing = true; this.Window.ClientSizeChanged += new EventHandler <EventArgs>(Window_ClientSizeChanged); if (!FSOEnvironment.SoftwareKeyboard) { AddTextInput(); } base.Screen.Layers.Add(SceneMgr); base.Screen.Layers.Add(uiLayer); GameFacade.LastUpdateState = base.Screen.State; //this.Window.Title = "FreeSO"; if (!GlobalSettings.Default.Windowed && !GameFacade.GraphicsDeviceManager.IsFullScreen) { GameFacade.GraphicsDeviceManager.ToggleFullScreen(); } }