public iOSGameViewController (iOSGamePlatform platform)
		{
			if (platform == null)
				throw new ArgumentNullException ("platform");
			_platform = platform;
			SupportedOrientations = DisplayOrientation.Default;
		}
 public iOSGameViewController(iOSGamePlatform platform)
 {
     if (platform == null)
         throw new ArgumentNullException("platform");
     _platform = platform;
     SupportedOrientations = 
         DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight 
         | DisplayOrientation.Portrait | DisplayOrientation.PortraitDown;
 }
 public iOSGameViewController(iOSGamePlatform platform)
 {
     if (platform == null)
     {
         throw new ArgumentNullException("platform");
     }
     _platform             = platform;
     SupportedOrientations = DisplayOrientation.Default;
 }
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 public iOSGameView(iOSGamePlatform platform, RectangleF frame)
     : base(frame)
 {
     if (platform == null)
     {
         throw new ArgumentNullException("platform");
     }
     _platform = platform;
     Initialize();
 }
 public iOSGameViewController(iOSGamePlatform platform)
 {
     if (platform == null)
     {
         throw new ArgumentNullException("platform");
     }
     _platform             = platform;
     SupportedOrientations =
         DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight
         | DisplayOrientation.Portrait | DisplayOrientation.PortraitDown;
 }
        public iOSGameViewController(iOSGamePlatform platform)
        {
            if (platform == null)
            {
                throw new ArgumentNullException("platform");
            }
            _platform = platform;

            #region Modification 30-06-2014
            // Unsure if this is needed, but Ill leave it, rotation is TOTALY Nathansways problem, not MonoGames anymore.
            // MonoGame implements an XNA Enum for orientation called DislplayOrientation
            // We would prefer to use this
            // SupportedOrientations = ConvertMeToSupportedOrientations(this.iOSGlobals.G__6_SupportedOrientationMasks);
            // But it may not be a concern, as AspyCore handles orientation fine under AspyViewController base.
            SupportedOrientations = DisplayOrientation.Default;

            // Add Initialize() for AspySettings
            this.Initialize();

            #endregion
        }
Esempio n. 7
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		public iOSGameView (iOSGamePlatform platform, CGRect frame)
			: base(frame)
		{
			if (platform == null)
				throw new ArgumentNullException ("platform");
			_platform = platform;
			Initialize ();
		}
Esempio n. 8
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		protected override void Dispose (bool disposing)
        {
   
            base.Dispose (disposing);
            if (disposing) {

                if (__renderbuffergraphicsContext != null)
                {
                    DestroyFramebuffer();
                    DestroyContext ();
                }
			}
            _glapi=null;
            _platform=null;
			_isDisposed = true;
		}
Esempio n. 9
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		public iOSGameView (iOSGamePlatform platform, RectangleF frame)
			: base(frame)
		{
			if (platform == null)
				throw new ArgumentNullException ("platform");
			_platform = platform;
			Initialize ();
			SyncTouchRecognizers ();
		}
 protected override void Dispose (bool disposing)
 {
     _platform=null;
     base.Dispose (disposing);
 }