Esempio n. 1
0
        protected override void Initialize()
        {
            GS.Initialize(this);
            _fpsCounter    = new FpsCounter(this);
            _memoryMonitor = new MemoryMonitor(this);
            Components.Add(_fpsCounter);
            Components.Add(_memoryMonitor);

            base.Initialize();

            GS.Action(() => GS.GearsetComponent.Console.Inspect("Profiler", new ProfilerInpectorSettings(GS.GearsetComponent.Console.Profiler)));
        }
Esempio n. 2
0
        /// <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()
        {
            _screenManager.Load(Content, GraphicsDevice);
            // TODO: Add your initialization logic here
            _screenManager.Initialize(GraphicsDevice, _physicsSpace);

            GraphicsDevice.PresentationParameters.MultiSampleCount = 4;

            //Initialise Gearset in 'headless' mode with no 'external' UI - (overlays are still available).
            //We want to monitor managed memory allocations from our app and the UIs generate a fair amount of garbage which would distort the profiling.
            GS.Initialize(this, createUI: true);

            GS.Action(() => GS.GearsetComponent.Console.Inspect("Profiler", new ProfilerInpectorSettings(GS.GearsetComponent.Console.Profiler)));

            base.Initialize();
        }
Esempio n. 3
0
        protected override void Initialize()
        {
            //Initialise Gearset with the full UI experience.
            //GS.Initialize(this);
            //GS.Initialize(this, createUI: true);

            //Initialise Gearset in 'headless' mode with no 'external' UI - (overlays are still available).
            //We want to monitor managed memory allocations from our app and the UIs generate a fair amount of garbage which would distort the profiling.
            GS.Initialize(this, createUI: true);

            _fpsCounter = new FpsCounter(this);
            Components.Add(_fpsCounter);

            IsMouseVisible = true;

            base.Initialize();

            #if USE_GEARSET
            GearsetSettings.Instance.MemoryMonitorConfig.Visible = true;
            GearsetSettings.Instance.MemoryMonitorConfig.MemoryGraphConfig.Visible  = true;
            GearsetSettings.Instance.MemoryMonitorConfig.MemoryGraphConfig.Position = new Vector2(100, 50);
            GearsetSettings.Instance.MemoryMonitorConfig.MemoryGraphConfig.Size     = new Vector2(400, 75);
            #endif

            GS.Action(() => GS.GearsetComponent.Console.Inspect("Profiler", new ProfilerInpectorSettings(GS.GearsetComponent.Console.Profiler)));

            GS.Log("I am a log message - tra la la");

            //Finder!
            //You can double click finder result items to add them to the Inspector window!
            //Comment this to use the default search query for finder (by default it's GameComponent based).
            GS.Action(ConfigureFinder);

            //Quick Actions
            GS.AddQuickAction("QuickAction1", () => { /* Pass in a delegate here to do something */ });
            GS.AddQuickAction("QuickAction2", () => { /* Pass in a delegate here to do something */ });

            //Command Console
            //Comes with 3 built in commands (help, cls, echo).

            //Some examples of things you can do...
            GS.RegisterCommand("helloworld", "runs a test command", (host, command, args) =>
            {
                host.EchoWarning("Hello World");
            });

            GS.RegisterCommand("echotest", "echotest message [warning|error]", (host, command, args) =>
            {
                if (args.Count < 1)
                {
                    host.EchoError("You must specify a message");
                }
                else if (args.Count == 1)
                {
                    host.Echo(args[0]);
                }
                else if (args.Count == 2)
                {
                    if (args[1] == "warning")
                    {
                        host.EchoWarning(args[0]);
                    }
                    else if (args[1] == "error")
                    {
                        host.EchoError(args[0]);
                    }
                    else
                    {
                        host.Echo(args[0]);
                    }
                }
                else if (args.Count > 2)
                {
                    host.Echo("Too many arguments specified");
                }
            });

            GS.RegisterCommand("fixedstep", "toggles Game.IsFixedStep", (host, command, args) =>
            {
                IsFixedTimeStep = !IsFixedTimeStep;
                host.Echo($"IsFixedStep: {IsFixedTimeStep}");
            });

            //Let's list all those registered commands now...
            GS.ExecuteCommand("help");

            //Call one of our custom commands...
            GS.ExecuteCommand("helloworld");

            //Set Gerset Matrices if you want to show ovelaid geometry (boxes, spheres, etc).
            var prj             = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, 1);
            var halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);

            _worldMatrix      = Matrix.Identity;
            _viewMatrix       = Matrix.Identity;
            _projectionMatrix = halfPixelOffset * prj;
        }