Esempio n. 1
0
	// Use this for initialization
	void Start () {
        // create GWEN renderer
        UnityGwenRenderer gwenRenderer = new UnityGwenRenderer();

        // Create GWEN skin
        //Skin.Simple skin = new Skin.Simple(GwenRenderer);
        Gwen.Skin.TexturedBase skin = new Gwen.Skin.TexturedBase(gwenRenderer, "DefaultSkin");

        // set default font
        skin.DefaultFont = new Gwen.Font(gwenRenderer, "Arvo-Regular", 10);

        // Create a Canvas (it's root, on which all other GWEN controls are created)
        m_Canvas = new Gwen.Control.Canvas(skin);
        m_Canvas.SetSize(width, height);
        m_Canvas.ShouldDrawBackground = true;
        m_Canvas.BackgroundColor = new System.Drawing.Color(255, 150, 170, 170);
        m_Canvas.KeyboardInputEnabled = true;

        //win = new Gwen.Control.WindowControl(m_Canvas);
        //win.SetBounds(50, 50, 300, 300);
        //win.RenderColor = System.Drawing.Color.White;
        

        // Create GWEN input processor
        m_Input = new Gwen.Input.UnityGwenInput();
        m_Input.Initialize(m_Canvas);
	}
Esempio n. 2
0
        /// <summary>
        /// Contains the shared constructor code
        /// </summary>
        /// <param name="target"></param>
        private Gui(RenderTarget target)
        {
            _renderer = new Gwen.Renderer.SFML(target);

            skin = new TexturedBase(_renderer, "DefaultSkin.png");

            // load font. TODO: remove hardcoding
            using (var font = new Gwen.Font(_renderer, "OpenSans.ttf", 14))
            {
                if (_renderer.LoadFont(font))
                    _renderer.FreeFont(font);
                else
                {
                    font.FaceName = "Arial Unicode MS";
                    if (_renderer.LoadFont(font))
                        _renderer.FreeFont(font);
                    else
                    {
                        font.FaceName = "Arial";
                        _renderer.LoadFont(font);
                    }
                }

                skin.SetDefaultFont(font.FaceName, 14);
            }

            GuiCanvas = new Canvas(skin);
            GuiCanvas.SetSize((int)target.Size.X, (int)target.Size.Y);
            GuiCanvas.ShouldDrawBackground = false;
            GuiCanvas.BackgroundColor = System.Drawing.Color.Black;
            GuiCanvas.KeyboardInputEnabled = true;

            _input = new Gwen.Input.SFML();
            _input.Initialize(GuiCanvas, target);
        }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        // create GWEN renderer
        UnityGwenRenderer gwenRenderer = new UnityGwenRenderer();

        // Create GWEN skin
        //Skin.Simple skin = new Skin.Simple(GwenRenderer);
        Gwen.Skin.TexturedBase skin = new Gwen.Skin.TexturedBase(gwenRenderer, "DefaultSkin");

        // set default font
        skin.DefaultFont = new Gwen.Font(gwenRenderer, "Arvo-Regular", 10);

        // Create a Canvas (it's root, on which all other GWEN controls are created)
        m_Canvas = new Gwen.Control.Canvas(skin);
        m_Canvas.SetSize(width, height);
        m_Canvas.ShouldDrawBackground = true;
        m_Canvas.BackgroundColor      = new System.Drawing.Color(255, 150, 170, 170);
        m_Canvas.KeyboardInputEnabled = true;

        //win = new Gwen.Control.WindowControl(m_Canvas);
        //win.SetBounds(50, 50, 300, 300);
        //win.RenderColor = System.Drawing.Color.White;


        // Create GWEN input processor
        m_Input = new Gwen.Input.UnityGwenInput();
        m_Input.Initialize(m_Canvas);
    }
Esempio n. 4
0
        private static void Initialize()
        {
            #region setup debug
            TextWriterTraceListener debugger = new TextWriterTraceListener(Console.Out);
            Debug.Listeners.Add(debugger);
            #endregion

            Debug.WriteLine("Initializing Game");

            #region window setup
            window = new RenderWindow(new VideoMode((uint)screenSize.X, (uint)screenSize.Y, 32), "BPN", Styles.Close);
            window.SetFramerateLimit(30);
            window.KeyReleased += new EventHandler<KeyEventArgs>(window_KeyReleased);
            window.Closed += new EventHandler(window_Closed);
            window.MouseButtonReleased += new EventHandler<MouseButtonEventArgs>(window_MouseButtonReleased);
            window.MouseMoved += new EventHandler<MouseMoveEventArgs>(window_MouseMoved);
            window.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(window_MouseButtonPressed);
            window.MouseWheelMoved += new EventHandler<MouseWheelEventArgs>(window_MouseWheelMoved);
            window.EnableVerticalSync(true);
            #endregion

            #region Gui Setup
            guiRenderer = new Gwen.Renderer.SFML(window);
            guiRenderer.Initialize();
            skin = new TexturedBase(guiRenderer, @"Data/DefaultSkin.png");
            guiFont = new Gwen.Font("Data/OpenSans.ttf", 10);
            guiFontLarge = new Gwen.Font("Data/OpenSans.ttf", 14);
            guiRenderer.LoadFont(guiFont);
            guiRenderer.LoadFont(guiFontLarge);
            skin.SetDefaultFont(guiFont.FaceName);

            _canvas = new Canvas(skin);
            _canvas.SetSize(screenSize.X, screenSize.Y);
            _canvas.ShouldDrawBackground = true;
            _canvas.BackgroundColor = System.Drawing.Color.FromArgb(255, 150, 170, 170);
            _canvas.KeyboardInputEnabled = true;

            input = new Gwen.Input.SFML();
            input.Initialize(_canvas);
            #endregion

            #region Side Buttons
            aboutPageButton = new Button(_canvas);
            aboutPageButton.Text = "About";
            aboutPageButton.SetPos(4, 2*screenSize.Y/3-8);
            aboutPageButton.OnDown += new Gwen.Controls.Base.ControlCallback(aboutPageButton_OnDown);

            bookPageButton = new Button(_canvas);
            bookPageButton.Text = "Books";
            bookPageButton.SetPos(4, 32);
            bookPageButton.OnDown += new Gwen.Controls.Base.ControlCallback(bookPageButton_OnDown);

            activePageButton = bookPageButton;
            #endregion

            int leftBound = 80;
            smallPageBounds = new System.Drawing.Rectangle(leftBound,leftBound,screenSize.X-leftBound*2,screenSize.Y -leftBound*2);

            #region Name Generator Initialization
            BookNameGenerator.Initialize();
            PersonNameGenerator.Initialize();
            //Have a few books ready for review at beginning of the game
            for (int i = 0; i < 8; i++)
            { Book b = new Book(); }
            #endregion

            GameManager.Initialize();

            guiRenderer.Initialize();

            Notifications.Initialize();

            Book.Initialize();

            Debug.WriteLine("Initialization Complete");
        }