Esempio n. 1
0
        public GameForm() : base()
        {
            this.DragEnter += new System.Windows.Forms.DragEventHandler(this.GameForm_DragDrop);

            this.Text = "SpriteEditor - untitled scene";

            camera = new SpriteEditor.SEPositionedObjects.EditorCamera(FlatRedBallServices.GlobalContentManager);
            SpriteManager.Cameras[0]    = camera;
            camera.DestinationRectangle =
                new Rectangle(0, 0, FlatRedBallServices.ClientWidth, FlatRedBallServices.ClientHeight);
            camera.FixAspectRatioYConstant();

            if (this.IsDisposed)
            {
                return;
            }

            // this is a little different than what is normally done in the FRBTemplate;
            // instead of using the SpriteManager's regularly created Camera, make a new
            // EditorCamera and throw that in the SpriteManager's array.

            cursor = new SECursor(camera, this);

            //GuiManager.Initialize(camera, "genGfx/defaultText.tga", this, cursor);
            GuiManager.Cursors[0] = cursor;

            FlatRedBallServices.Update(null);

            SpriteEditorSettings.Initialize();
            SpriteManager.MaxParticleCount = 10000;
            GameData.Initialize();
            GuiData.Initialize();
            GuiData.messages.Initialize(this);
        }
Esempio n. 2
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        /// <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()
        {
            Renderer.UseRenderTargets = false;
            FlatRedBallServices.InitializeFlatRedBall(this, graphics);

            this.IsFixedTimeStep = false;
            mFormMethods         = new EditorObjects.FormMethods();

            EditorData.Initialize();

            LightManager.AddAmbientLight(Color.White);

            GuiData.Initialize();

            IsMouseVisible = true;

            // Uncomment the following line and add your Screen's fully qualified name
            // if using Screens in your project.  If not, or if you don't know what it means,
            // just ignore the following line for now.
            // For more information on Screens see the Screens wiki article on FlatRedBall.com.
            //Screens.ScreenManager.Start(typeof(AIEditor.Screens.TestScreen).FullName);


            foreach (string s in Environment.GetCommandLineArgs())
            {
                ProcessCommandLineArgument(s);
            }

            base.Initialize();
        }
Esempio n. 3
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        public static void Initialize()
        {
            SpriteManager.Camera.CameraCullMode = CameraCullMode.None;

            mEditorLogic = new EditorLogic();

            GuiData.Initialize();
        }
Esempio n. 4
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        /// <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()
        {
            FlatRedBallServices.InitializeFlatRedBall(this, graphics);

            InitializeIoc();

            this.TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0);

            mToolForm       = new ToolForm();
            mToolForm.Owner = (Form)(Form.FromHandle(FlatRedBallServices.WindowHandle));
            mToolForm.ItemCollapsedOrExpanded += HandleToolFormItemCollapsedOrExpanded;
            Plugin.PluginManager.Initialize();

            IsMouseVisible = true;

            IsFixedTimeStep = false;

            GuiData.Initialize();

            RegisterAdditionalAssemblies();

            AvailableAssetTypes.Self.Initialize(FileManager.RelativeDirectory);

            #region Set up resizing

            mFormMethods = new FormMethods(0, 0, 0, 0);

            #endregion

            SpriteManager.Camera.BackgroundColor = Color.Gray;
            FlatRedBall.Math.Geometry.Polygon.TolerateEmptyPolygons = true;
            ExposedVariableManager.Initialize();

            try
            {
                RemotingServer.SetupPort(8686);
                RemotingServer.SetupInterface <FlatRedBall.Glue.SelectionInterface>();
                RemotingServer.SetupInterface <RegisterInterface>();
            }
            catch (Exception e)
            {
                System.Windows.Forms.MessageBox.Show("GlueView could not start, please make sure GlueView is not already running on your computer \n \n Exception: \n" + e.ToString());
                FlatRedBall.FlatRedBallServices.Game.Exit();
            }

            mToolForm.Show();

            GluxManager.ContentManagerName = "GlueView";


            EditorLogic.Initialize();

            CommandLineManager.Self.ProcessCommandLineArgs(this.mToolForm);

            mainForm         = Form.FromHandle(FlatRedBallServices.WindowHandle) as Form;
            mainForm.Resize += HandleResize;
            base.Initialize();
        }
Esempio n. 5
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        public static void Initialize()
        {
            // Create the mBoundsCamera before the GUI since the GUI will create a PropertyGrid for this object.
            mBoundsCamera               = new Camera(FlatRedBallServices.GlobalContentManager);
            mBoundsCamera.DrawsWorld    = false;
            mBoundsCamera.DrawsToScreen = false;

            // This needs to happen after the bounds camera is created, but before GuiData is initialized.
            mEditorLogic = new EditorLogic();

            GuiData.Initialize();


            // make resizable
            new EditorObjects.FormMethods();
        }
Esempio n. 6
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        /// <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()
        {
            FlatRedBallServices.InitializeFlatRedBall(this, _graphics);

            IsMouseVisible = true;

            GuiData.Initialize();

            AvailableAssetTypes.Initialize(FileManager.RelativeDirectory + "Content/ContentTypes.csv");

            #region Set up resizing

            Renderer.UseRenderTargets = false;

            #endregion

            try
            {
                RemotingServer.SetupPort(9426);
                RemotingServer.SetupInterface <SelectionInterface>();
                RemotingServer.SetupInterface <RegisterInterface>();
            }
            catch (Exception e)
            {
                System.Windows.Forms.MessageBox.Show(@"Level Editor could not start, please make sure Level Editor is not already running on your computer 
 
 Exception: 
" + e);
                FlatRedBallServices.Game.Exit();
            }


            GluxManager.ContentManagerName = "LevelEditor";


            EditorLogic.Initialize();


            base.Initialize();
        }
Esempio n. 7
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()
        {
            FlatRedBallServices.InitializeFlatRedBall(this, graphics);

            //SpriteManager.Camera.LightingEnabled = true;
            //SpriteManager.Camera.Lights.SetDefaultLighting(FlatRedBall.Graphics.Lighting.LightCollection.DefaultLightingSetup.Evening);

            FlatRedBall.Graphics.Lighting.LightManager.AddAmbientLight(Color.White);


            IsMouseVisible         = true;
            GuiManager.IsUIEnabled = true;

            SpriteManager.Camera.CameraModelCullMode = FlatRedBall.Graphics.CameraModelCullMode.None;

            EditorData.Initialize(null);
            GuiData.Initialize();

            ProcessCommandLineArguments();

            // TODO:  Set the name of the file that the user is editing.

            base.Initialize();
        }