public GameHandler(RenderContext rc, RenderCanvas rCanvas) { RCanvas = rCanvas; this.Rc = rc; this.gui = new Gui(Rc, RCanvas, this); this.GameState = new GameState(ref gui, this); // DbConnection =new DbConnection(this); }
private void CloseCurrentApp() { richTextBox1.Text = ""; // Clean up _currentApp = null; if (_currentControl != null) { _currentControl.HandleCreated -= renderControl_HandleCreated; splitContainer1.Panel2.Controls.Remove(_currentControl); _currentControl.Dispose(); _currentControl = null; } if (_currentHost != null) { _currentHost.Dispose(); _currentHost = null; } // Just in case... GC.Collect(); GC.WaitForFullGCComplete(); }
/// <summary> /// Traverses the scene's entities with their corresponding components in order to construct an 3D world. This function is called every frame. /// </summary> /// <param name="renderCanvas">The render canvas that presents the final render image.</param> public void Traverse(RenderCanvas renderCanvas) { RC.Clear(ClearFlags.Color | ClearFlags.Depth); int length = SceneMembers.Count; for (int i=0;i<length; i++) { SceneMembers[i].Accept(_sceneVisitorRendering); //sceneMember.Accept(); } // Order: Matrix, Mesh, Renderer length = RenderJobs.Length; for (int i = 1; i < length; i++ ) { int innerlength = RenderJobs[i].Count; for (int k = 0; k < innerlength;k++) { RenderJobs[i][k].SubmitWork(RC); } } renderCanvas.Present(); length = RenderJobs.Length; //Debug.WriteLine("Drawn "+RenderJobs[2].Count/3+" Objects at "+Time.Instance.FramePerSecondSmooth+" FPS!"); for (int j = 0; j < length;j++ ) { RenderJobs[j].Clear(); } }
//da initialisieren wir alles für den GuiHandler public Gui(RenderContext RC, RenderCanvas rCanvas, GameHandler gameHandler) { #region Variablen _rCanvas = rCanvas; var height = _rCanvas.Height; var width = _rCanvas.Width; _gameHandler = gameHandler; _guiHandler = new GUIHandler(RC); _mainmenuHandler = new GUIHandler(RC); _inGameHandler = new GUIHandler(RC); _highScoreHandler = new GUIHandler(RC); _guiDiffs = new GUIButton[4]; _guiImageTomato = new GUIImage[10]; _guiImages = new GUIImage[9]; _highscoreBretter = new GUIImage[5]; float textwidth; float texthight; _highscore = false; _neustart = true; _pause = true; _level = 1; #endregion #region Bilder //Hintergrund Startscreen _guiImages[(int)_btnimages.Startbild] = new GUIImage("Assets/startbild.png", 0, 0,-3, width, height); //Hintergrund Endscreen _guiImages[(int)_btnimages.Endbild] = new GUIImage("Assets/endbild.png", 0, 0, -3, width, height); //Maus-Nutzerinfo in Mainmenü einblenden _guiImages[(int)_btnimages.btniMouse] = new GUIImage("Assets/Mouse.png", width / 4, 0, -1, (int)(height / 1.322), height); //Fadenkreuz flexibel (Falls es zwecks Schwierigkeitsstufe kleiner werden soll) _aimimage = 80; _guiImages[(int)_btnimages.btniFadenkreuz] = new GUIImage("Assets/Fadenkreuz.png", width / 2 - _aimimage / 2, height / 2 - _aimimage / 2, -2, _aimimage, _aimimage); // Credits Klohaus _guiImages[(int)_btnimages.btniCreditsA] = new GUIImage("Assets/kloClosed.png", width - height, 0, -1, height, height); _guiImages[(int)_btnimages.btniCreditsB] = new GUIImage("Assets/kloOpen.png", width - height, 0, -1, height, height); #endregion #region Beschriftungen //Schriften _guiFontCabin12 = RC.LoadFont("Assets/Cabin.ttf", 12); _guiFontCabin14 = RC.LoadFont("Assets/Cabin.ttf", 14); _guiFontCabin18 = RC.LoadFont("Assets/Cabin.ttf", 18); _guiFontCabin100 = RC.LoadFont("Assets/Cabin.ttf", 100); _guiFontWESTERN30 = RC.LoadFont("Assets/WESTERN.ttf", 30); //Credits texthight = GUIText.GetTextHeight("So hoch.", _guiFontCabin18); textwidth = GUIText.GetTextWidth("Sooooooooo laaaaaang", _guiFontCabin14); _guiTextCredits1 = new GUIText("Ramazan Gündogdu", _guiFontCabin14, (width) - (int)(textwidth), (height / 3)+ (int)(texthight/2), new float4(1, 1, 1, 1)); _guiTextCredits2 = new GUIText("Kathleen Hübel", _guiFontCabin14, (width) - (int)(textwidth), (int)(_guiTextCredits1.PosY + texthight), new float4(1, 1, 1, 1)); _guiTextCredits3 = new GUIText("Linda Schey", _guiFontCabin14, (width) - (int)(textwidth), (int)(_guiTextCredits2.PosY + texthight), new float4(1, 1, 1, 1)); _guiTextCredits4 = new GUIText("Susanne Schmidt", _guiFontCabin14, (width) - (int)(textwidth), (int)(_guiTextCredits3.PosY + texthight), new float4(1, 1, 1, 1)); _guiTextCredits5 = new GUIText("Tobias Winterhalder ", _guiFontCabin14, (width) - (int)(textwidth), (int)(_guiTextCredits4.PosY + texthight), new float4(1, 1, 1, 1)); //Eingabetext Name für Highscore texthight = GUIText.GetTextHeight("Lorem ipsum", _guiFontCabin18); textwidth = GUIText.GetTextWidth("Write name: ", _guiFontCabin18); _name = new GUIText("Write name: ", _guiFontCabin18, (width / 2) - (int)(textwidth), (height / 2), new float4(0, 0, 0, 1)); nameInput = new GUIText("", _guiFontCabin18, (width / 2), (height / 2), new float4(1, 1, 1, 1)); //Text Mainmenü: Scha(r)fschießen textwidth = GUIText.GetTextWidth("Scha(r)fschießen", _guiFontWESTERN30); _guiTextTitel = new GUIText("Scha(r)fschießen", _guiFontWESTERN30, (width/2) - (int) (textwidth/2), (height/3)); _guiTextTitel.TextColor = new float4(0, 0, 0, 1); // Text InGame textwidth = GUIText.GetTextWidth("Time: ", _guiFontCabin18); texthight = GUIText.GetTextHeight("Time: ", _guiFontCabin18); _guiText1 = new GUIText("Time: " + _countdown, _guiFontCabin18, (int)textwidth, (int)(texthight*2)); _guiText1.TextColor = new float4(0, 0, 0, 1); textwidth = GUIText.GetTextWidth("Time: ", _guiFontCabin18); _guiText2 = new GUIText("Points: " + _points, _guiFontCabin18, width - (int)(textwidth * 3), (int)(texthight*2)); _guiText2.TextColor = new float4(0, 0, 0, 1); //Text LevelUp textwidth = GUIText.GetTextWidth("Level Up!", _guiFontCabin100); _guiText7 = new GUIText("Level Up!", _guiFontCabin100, (width / 2) - (int)(textwidth/2), (height / 2)); _guiText7.TextColor = new float4(1, 0, 0, 0.5f); #endregion #region Buttons // Button MainMenü: Starten textwidth = GUIText.GetTextWidth("Start", _guiFontWESTERN30); texthight = GUIText.GetTextHeight("Start", _guiFontWESTERN30); _guiText3 = new GUIText("Start", _guiFontWESTERN30, width / 2 - (int)(textwidth / 2), (int)(height / 1.5)); _guiText3.TextColor = new float4(1, 1, 1, 1); _guiDiffs[(int)_buttons.btnStart] = new GUIButton(_guiText3.PosX - (int)(texthight / 2), _guiText3.PosY - (int)texthight, -2, (int)(textwidth * 1.5), (int)(texthight * 1.5)); _guiImages[(int)_btnimages.btniStart] = new GUIImage("Assets/holz.png", _guiText3.PosX - (int)textwidth / 2, _guiText3.PosY - (int)(texthight * 1.5), -1, (int)textwidth * 2, (int)texthight * 2); // Button HighscoreMenü: Nochmal spielen textwidth = GUIText.GetTextWidth("Play again", _guiFontCabin18); _guiText5 = new GUIText("Play again", _guiFontCabin18, (width / 2) - (int)(textwidth * 1.5), (height / 2 + height / 3)); _guiText5.TextColor = new float4(1, 1, 1, 1); texthight = GUIText.GetTextHeight("Play again", _guiFontCabin18); _guiDiffs[(int) _buttons.btnNochmal] = new GUIButton(_guiText5.PosX, _guiText5.PosY - (int) texthight, -2, (int) textwidth, (int) texthight); _guiImages[(int) _btnimages.btniNochmal] = new GUIImage("Assets/holz.png", _guiText5.PosX - (int) textwidth/2, _guiText5.PosY - (int) (texthight*1.5), -1, (int) textwidth*2, (int) texthight*2); // Button HighscoreMenü: Highscore textwidth = GUIText.GetTextWidth("Enter in Highscore", _guiFontCabin18); _guiText6 = new GUIText("Enter in Highscore", _guiFontCabin18, (width / 2) + (int)(textwidth / 5), (height / 2 + height / 3)); _guiText6.TextColor = new float4(1, 1, 1, 1); texthight = GUIText.GetTextHeight("Enter in Highscore", _guiFontCabin18); _guiDiffs[(int) _buttons.btnHighscore] = new GUIButton(_guiText6.PosX, _guiText6.PosY - (int) texthight, -2, (int) textwidth, (int) texthight); _guiImages[(int) _btnimages.btniHighscore] = new GUIImage("Assets/holz.png",_guiText6.PosX - (int)textwidth / 8, _guiText6.PosY - (int)(texthight * 1.5), -1, (int)(textwidth * 1.2), (int) texthight*2); //Button Credits textwidth = GUIText.GetTextWidth("Credits", _guiFontCabin18); texthight = GUIText.GetTextWidth("Credits", _guiFontCabin18); _guiCredits = new GUIText("Credits", _guiFontCabin18, width - (int)(textwidth*1.5), (height / 2), new float4(1, 1, 1, 1)); _guiDiffs[(int)_buttons.btnCredits] = new GUIButton(_guiCredits.PosX, _guiCredits.PosY - (int)texthight, -2, (int)textwidth, (int)texthight); #endregion }
private void renderControl_HandleCreated(object sender, EventArgs e) { // // STEP TWO - Now the underlying Windows Window was created - we can hook OpenGL on it. // // Take this as an example how to hook up any FUSEE application on a given Winforms form: // First create a WinformsHost around the control _currentHost = new WinformsHost(_currentControl, this); // Then instantiate your app (could be as well _currentApp = new MyOwnRenderCanvasDerivedClass(); ) _currentApp = _appFinder.Instantiate(_currentInx); // Now use the host as the canvas AND the input implementation of your App _currentApp.CanvasImplementor = _currentHost; _currentApp.InputImplementor = _currentHost; // Then you can run the app _currentApp.Run(); // If not already done, show the window. _currentControl.Show(); }