public MutationCreationWindow(UIWindow parentWindow) { InitializeComponent(); this.parentWindow = parentWindow; mutations = new List<Mutation>(); behaviorValueMap = new Dictionary<BehaviorKind, double>(); }
/// <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() { windowWidth = GraphicsDevice.DisplayMode.Width / 2; windowHeight = GraphicsDevice.DisplayMode.Height / 2; cellModel = new CubePrimitive(this.GraphicsDevice, 0.8f, true); signalModel = new CubePrimitive(this.GraphicsDevice, 0.5f); matrixBlock = new CubePrimitive(this.GraphicsDevice, 1f); uiWindow = new UIWindow(this); uiWindow.Show(); // set color transparencies selectionColor.A = 255; blastCellColor.A = 200; finalCellColor.A = 200; // Setup frame buffer. graphics.SynchronizeWithVerticalRetrace = false; graphics.PreferredBackBufferWidth = windowWidth; graphics.PreferredBackBufferHeight = windowHeight; graphics.PreferMultiSampling = true; graphics.ApplyChanges(); wireFrameState = new RasterizerState() { FillMode = FillMode.WireFrame, CullMode = CullMode.None//CullMode.CullClockwiseFace//None, }; interferanceQueue = new Queue<OneTimeInterference>(); base.Initialize(); }