public AGSRendererLoop(IGameSettings settings, IGameState state, IGLUtils glUtils, IWindowInfo window, IAGSRenderPipeline pipeline, IMatrixUpdater matrixUpdater) { _pipeline = pipeline; _glUtils = glUtils; _window = window; _settings = settings; _gameState = state; _matrixUpdater = matrixUpdater; }
public AGSDisplayList(IGameState gameState, IMatrixUpdater matrixUpdater) { _matrixUpdater = matrixUpdater; _gameState = gameState; _cache = new ConcurrentDictionary <IViewport, ViewportDisplayList>(); _viewportSubscribers = new ConcurrentDictionary <IViewport, ViewportSubscriber>(); _entitySubscribers = new ConcurrentDictionary <string, EntitySubscriber>(); _comparer = new RenderOrderSelector(); gameState.UI.OnListChanged.Subscribe(onUiChanged); subscribeObjects(gameState.UI); subscribeRoom(); onSomethingChanged(); }
public AGSRendererLoop(Resolver resolver, IGame game, IAGSRoomTransitions roomTransitions, IGLUtils glUtils, IGameWindow gameWindow, IAGSRenderPipeline pipeline, IDisplayList displayList, IInput input, IMatrixUpdater matrixUpdater) { _pipeline = pipeline; _input = input; _displayList = displayList; _glUtils = glUtils; _gameWindow = gameWindow; _resolver = resolver; _game = game; _gameState = game.State; _noAspectRatioSettings = new AGSGameSettings(game.Settings.Title, game.Settings.VirtualResolution, preserveAspectRatio: false); _roomTransitions = roomTransitions; _matrixUpdater = matrixUpdater; _roomTransitions.Transition = new RoomTransitionInstant(); }
public AGSRendererLoop(Resolver resolver, IGame game, IImageRenderer renderer, IAGSRoomTransitions roomTransitions, IGLUtils glUtils, IGameWindow gameWindow, IBlockingEvent <DisplayListEventArgs> onBeforeRenderingDisplayList, IDisplayList displayList, IInput input, IMatrixUpdater matrixUpdater) { _input = input; _displayList = displayList; _glUtils = glUtils; _gameWindow = gameWindow; _resolver = resolver; _game = game; _gameState = game.State; _renderer = renderer; _roomTransitions = roomTransitions; _displayListEventArgs = new DisplayListEventArgs(null); _matrixUpdater = matrixUpdater; OnBeforeRenderingDisplayList = onBeforeRenderingDisplayList; _roomTransitions.Transition = new RoomTransitionInstant(); }