public Initialize ( Microsoft device ) : void | ||
device | Microsoft | |
Résultat | void |
/// <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() { 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.Cursor = new CursorManager(this.Window); 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 }; //no culling until i find a good way to do this in xna4 (apparently recreating state obj is bad?) 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(); //var test = new IDE.TestEditor(); //test.Show(); }
/// <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); 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); 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(); } }