static void Main(string[] args) { game = new Game(); game.Start(); StartupForm startup = new StartupForm(); DialogResult startupResult; do { startupResult = startup.ShowDialog(); if (startupResult == DialogResult.Abort) { Application.Exit(); Environment.Exit(1); return; } } while(startupResult == DialogResult.Cancel); app = new RenderWindow(new VideoMode(800, 600), "FTLEdit: Ship Editor", Styles.Default); app.Closed += new EventHandler(OnClosed); app.KeyPressed += new EventHandler<SFML.Window.KeyEventArgs>(OnKeyPressed); app.SetFramerateLimit(30); while (app.IsOpen()) { app.DispatchEvents(); app.Clear(); game.Draw(app); game.Update(); app.Display(); if(game.cursorMode != CursorMode.PlacedBGCursor) Application.DoEvents(); } }
//GuiButton placeRoomRepair; //GuiButton placeRoomCombat; public void Start() { game = this; ship = new Ship(); optWnd = new ShipProperties(); gibs = new Sprite[6]; //ShipRooms.Add(new FTLRoom(new Vector2i(0, 0), new Vector2i(1, 1))); //ShipRooms.Add(new FTLRoom(new Vector2i(2, 2), new Vector2i(1, 1))); //ShipRooms.Add(new FTLRoom(new Vector2i(3, 3), new Vector2i(1, 1))); //AddRoomBtn_n = new Sprite(new Texture("img/GUI/btns/addroom_n.png")); btnAddRoom = new GuiButton(new Vector2f(GUIStartX, 0), new Texture("img/GUI/btns/addroom_n.png"), new Texture("img/GUI/btns/addroom_s.png")); btnAddDoor = new GuiButton(new Vector2f(GUIStartX, 37), new Texture("img/GUI/btns/adddoor_n.png"), new Texture("img/GUI/btns/adddoor_s.png")); placeRoomCloaking = new GuiButton(new Vector2f(GUIStartX + 5, 65), new Texture("img/GUI/roomfuncs/s_cloaking_overlay.png")); placeRoomDoors = new GuiButton(new Vector2f(GUIStartX + 35, 65), new Texture("img/GUI/roomfuncs/s_doors_overlay.png")); placeRoomDrones = new GuiButton(new Vector2f(GUIStartX + 65, 65), new Texture("img/GUI/roomfuncs/s_drones_overlay.png")); placeRoomEngines = new GuiButton(new Vector2f(GUIStartX + 95, 65), new Texture("img/GUI/roomfuncs/s_engines_overlay.png")); placeRoomMedbay = new GuiButton(new Vector2f(GUIStartX + 5, 95), new Texture("img/GUI/roomfuncs/s_medbay_overlay.png")); placeRoomOxygen = new GuiButton(new Vector2f(GUIStartX + 35, 95), new Texture("img/GUI/roomfuncs/s_oxygen_overlay.png")); placeRoomPilot = new GuiButton(new Vector2f(GUIStartX + 65, 95), new Texture("img/GUI/roomfuncs/s_pilot_overlay.png")); placeRoomSensors = new GuiButton(new Vector2f(GUIStartX + 95, 95), new Texture("img/GUI/roomfuncs/s_sensors_overlay.png")); placeRoomShields = new GuiButton(new Vector2f(GUIStartX + 5, 125), new Texture("img/GUI/roomfuncs/s_shields_overlay.png")); placeRoomTeleporter = new GuiButton(new Vector2f(GUIStartX + 35, 125), new Texture("img/GUI/roomfuncs/s_teleporter_overlay.png")); placeRoomWeapons = new GuiButton(new Vector2f(GUIStartX + 65, 125), new Texture("img/GUI/roomfuncs/s_weapons_overlay.png")); //AddRoomBtn_s = new Sprite(new Texture("img/GUI/btns/addroom_s.png")); //AddDoorBtn_n = new Sprite(new Texture("img/GUI/btns/adddoor_n.png")); //AddDoorBtn_s = new Sprite(new Texture("img/GUI/btns/adddoor_s.png")); btnOptions = new GuiButton(new Vector2f(GUIStartX, 560), new Texture("img/GUI/btns/options.png")); //btnLoad = new GuiButton(new Vector2f(GUIStartX, 150), new Texture("img/GUI/btns/load_n.png"), new Texture("img/GUI/btns/load_s.png")); btnLoadFloor = new GuiButton(new Vector2f(GUIStartX, 250), new Texture("img/GUI/btns/loadfloor_n.png"), new Texture("img/GUI/btns/loadfloor_s.png")); btnLoadBase = new GuiButton(new Vector2f(GUIStartX, 250 + 37), new Texture("img/GUI/btns/loadbase_n.png"), new Texture("img/GUI/btns/loadbase_s.png")); btnToggleFloor = new GuiButton(new Vector2f(GUIStartX, 350), new Texture("img/GUI/btns/showfloor_n.png"), new Texture("img/GUI/btns/showfloor_s.png")); btnToggleBase = new GuiButton(new Vector2f(GUIStartX, 350 + 37), new Texture("img/GUI/btns/showbase_n.png"), new Texture("img/GUI/btns/showbase_s.png")); btnMoveBG = new GuiButton(new Vector2f(GUIStartX, 400 + 37), new Texture("img/GUI/btns/movebg_n.png"), new Texture("img/GUI/btns/movebg_s.png")); btnMoveGibs = new GuiButton(new Vector2f(GUIStartX, 400 + (37 * 2)), new Texture("img/GUI/btns/movegibs_n.png"), new Texture("img/GUI/btns/movegibs_s.png")); //LoadBtn_n = new Sprite(new Texture("img/GUI/btns/load_n.png")); //LoadBtn_s = new Sprite(new Texture("img/GUI/btns/load_s.png")); ViewOffsetter = new Sprite(new Texture("img/GUI/btns/viewshift.png")); ViewOffsetter.Position = new Vector2f(GUIStartX + 40, 200); //AddRoomBtn_n.Position = new Vector2f(GUIStartX, 0); //AddRoomBtn_s.Position = new Vector2f(GUIStartX + 2, 2); //AddDoorBtn_n.Position = new Vector2f(GUIStartX, 37); //AddDoorBtn_s.Position = new Vector2f(GUIStartX + 2, 37 + 2); //LoadBtn_n.Position = new Vector2f(GUIStartX, 140); verts[0] = new Vertex(); verts[1] = new Vertex(); verts[0].Color = new Color(100, 100, 100, 100); verts[1].Color = new Color(100, 100, 100, 100); roomFuncs = new List<RoomFunc>(); roomFuncs.Add(new RoomFunc("pilot", new Texture("img/GUI/roomfuncs/s_pilot_overlay.png"), null)); roomFuncs.Add(new RoomFunc("doors", new Texture("img/GUI/roomfuncs/s_doors_overlay.png"), null)); roomFuncs.Add(new RoomFunc("sensors", new Texture("img/GUI/roomfuncs/s_sensors_overlay.png"), null)); roomFuncs.Add(new RoomFunc("oxygen", new Texture("img/GUI/roomfuncs/s_oxygen_overlay.png"), null)); roomFuncs.Add(new RoomFunc("engines", new Texture("img/GUI/roomfuncs/s_engines_overlay.png"), null)); roomFuncs.Add(new RoomFunc("shields", new Texture("img/GUI/roomfuncs/s_shields_overlay.png"), null)); roomFuncs.Add(new RoomFunc("weapons", new Texture("img/GUI/roomfuncs/s_weapons_overlay.png"), null)); roomFuncs.Add(new RoomFunc("drones", new Texture("img/GUI/roomfuncs/s_drones_overlay.png"), null)); roomFuncs.Add(new RoomFunc("medbay", new Texture("img/GUI/roomfuncs/s_medbay_overlay.png"), null)); roomFuncs.Add(new RoomFunc("teleporter", new Texture("img/GUI/roomfuncs/s_teleporter_overlay.png"), null)); roomFuncs.Add(new RoomFunc("cloaking", new Texture("img/GUI/roomfuncs/s_cloaking_overlay.png"), null)); }