public void CreateStarScroller_ShouldCreateStars() { base.InitializeCluwneLib(1280, 720, false, 60); Stars = new StarScroller(); renderimage = new RenderImage("StarScroller", 1920, 1080); while (CluwneLib.IsRunning) { var lastFrameTime = clock.ElapsedTime.AsSeconds(); clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(SFML.Graphics.Color.Black); CluwneLib.Screen.DispatchEvents(); renderimage.BeginDrawing(); // set temp as CRT (Current Render Target) renderimage.Clear(); //Clear base.GetResourceManager.GetSprite("AAAA").Draw(); //Draw NoSpritelogo renderimage.EndDrawing(); // set previous rendertarget as CRT (screen in this case) renderimage.Blit(0, 0, 1280, 768); // draw blurred nosprite logo CluwneLib.Screen.Display(); } }
public void GaussianBlurRadius9_ShouldBlur() { preblur = new RenderImage("testGaussianBlur", 1280, 768); blur = new RenderImage("testGaussianBlur1", 1280, 768); _gaussianBlur = new GaussianBlur(_resourceCache); _gaussianBlur.SetRadius(9); _gaussianBlur.SetAmount(2); _gaussianBlur.SetSize(new Vector2(preblur.Width, preblur.Height)); while (CluwneLib.IsRunning) { var lastFrameTime = clock.ElapsedTimeAsSeconds(); clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color4.Black); CluwneLib.Window.DispatchEvents(); preblur.BeginDrawing(); // set temp as CRT preblur.Clear(); //Clear _resourceCache.GetSprite("flashlight_mask").Draw(); //Draw NoSpritelogo preblur.EndDrawing(); // set previous rendertarget as CRT (screen in this case) _gaussianBlur.PerformGaussianBlur(preblur); // blur rendertarget preblur.Blit(0, 0, 1280, 768); // draw blurred nosprite logo CluwneLib.Window.Graphics.Display(); } }
public void GaussianBlurRadius11_ShouldBlur() { preblur = new RenderImage("testGaussianBlur", 1280, 768); _gaussianBlur = new GaussianBlur(_resourceCache); _gaussianBlur.SetRadius(11); _gaussianBlur.SetAmount(2); _gaussianBlur.SetSize(preblur.Size); while (CluwneLib.IsRunning) { var lastFrameTime = clock.ElapsedTimeAsSeconds(); clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color4.Black); CluwneLib.Window.DispatchEvents(); preblur.BeginDrawing(); // set temp as CRT (Current Render Target) //preblur.Clear(); //Clear sprite = _resourceCache.GetSprite("flashlight_mask"); sprite.Position = Vector2.Zero; sprite.Draw(); preblur.EndDrawing(); // set previous rendertarget as CRT (screen in this case) //_gaussianBlur.PerformGaussianBlur(preblur); // blur rendertarget preblur.Blit(0, 0, preblur.Width, preblur.Height, Color.White, BlitterSizeMode.Crop); // draw blurred nosprite logo CluwneLib.Window.Graphics.Display(); } }
public void Render(float xTopleft, float yTopleft) { CluwneLib.ClearCurrentRendertarget(SFML.Graphics.Color.Black); DrawStars(3, (float)CluwneLib.FrameStats.FrameDrawTime / 2000); DrawStars(2, (float)CluwneLib.FrameStats.FrameDrawTime / 2000); for (int layer = 1; layer >= 0; layer--) { DrawStars(layer, (float)CluwneLib.FrameStats.FrameDrawTime / 2000); } }
public void Render(float xTopleft, float yTopleft) { var delta = CluwneLib.Time.FrameTime.TotalSeconds; CluwneLib.ClearCurrentRendertarget(SFML.Graphics.Color.Black); DrawStars(3, (float)delta / 2000); DrawStars(2, (float)delta / 2000); for (int layer = 1; layer >= 0; layer--) { DrawStars(layer, (float)delta / 2000); } }
public void StartCluwneLibLoop() { while (CluwneLib.IsRunning) { var lastFrameTime = GetClock.ElapsedTimeAsSeconds(); GetClock.Restart(); frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color4.Black); CluwneLib.Window.DispatchEvents(); InjectedMethod(); CluwneLib.Window.Graphics.Display(); } }
public void Run() { Logger.Debug("Initialising GameController."); ShowSplashScreen(); _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml")); _resourceManager.LoadBaseResources(); _resourceManager.LoadLocalResources(); //Setup Cluwne first, as the rest depends on it. SetupCluwne(); CleanupSplashScreen(); //Initialization of private members _messageLogger.Initialize(); _entityNetworkManager.Initialize(); _tileDefinitionManager.InitializeResources(); var prototypeManager = IoCManager.Resolve <IPrototypeManager>(); prototypeManager.LoadDirectory(PathHelpers.ExecutableRelativeFile("Prototypes")); prototypeManager.Resync(); _networkManager.Initialize(); _netGrapher.Initialize(); _userInterfaceManager.Initialize(); _stateManager.RequestStateChange <MainScreen>(); FrameEventArgs _frameEvent; // EventArgs _frameEventArgs; _clock = new Clock(); while (CluwneLib.IsRunning == true) { var lastFrameTime = _clock.ElapsedTime.AsSeconds(); _clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color.Black); CluwneLib.Screen.DispatchEvents(); CluwneLib.RunIdle(this, _frameEvent); CluwneLib.Screen.Display(); } _networkManager.Disconnect(); CluwneLib.Terminate(); Logger.Info("GameController terminated."); IoCManager.Resolve <IConfigurationManager>().SaveToFile(); }
public GameController() { var assemblies = new List <Assembly>(); string assemblyDir = Path.GetDirectoryName(new Uri(Assembly.GetExecutingAssembly().CodeBase).LocalPath); assemblies.Add(Assembly.LoadFrom(Path.Combine(assemblyDir, "SS14.Client.Services.dll"))); IoCManager.AddAssemblies(assemblies); _configurationManager = IoCManager.Resolve <IPlayerConfigurationManager>(); _configurationManager.Initialize("./player_config.xml"); _resourceManager = IoCManager.Resolve <IResourceManager>(); _resourceManager.LoadBaseResources(); _resourceManager.LoadLocalResources(); //Setup Cluwne first, as the rest depends on it. SetupCluwne(); //Initialization of private members _networkManager = IoCManager.Resolve <INetworkManager>(); _netGrapher = IoCManager.Resolve <INetworkGrapher>(); _stateManager = IoCManager.Resolve <IStateManager>(); _userInterfaceManager = IoCManager.Resolve <IUserInterfaceManager>(); _stateManager.RequestStateChange <MainScreen> (); FrameEventArgs _frameEvent; EventArgs _frameEventArgs; _clock = new SFML.System.Clock(); while (CluwneLib.IsRunning == true) { var lastFrameTime = _clock.ElapsedTime.AsSeconds(); _clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color.Black); CluwneLib.Screen.DispatchEvents(); CluwneLib.RunIdle(this, _frameEvent); CluwneLib.Screen.Display(); } CluwneLib.Terminate(); Console.WriteLine("Gameloop terminated."); }
/// <summary> /// Renders the view of the simulation. /// </summary> /// <param name="e">Current GameTiming.RealFrameTime</param> private void Render(FrameEventArgs e) { CluwneLib.ClearCurrentRendertarget(Color.Black); CluwneLib.Window.DispatchEvents(); // draw everything _stateManager.Render(e); // interface runs in realtime, so it is updated here _userInterfaceManager.Update(e); _userInterfaceManager.Render(e); _netGrapher.Update(); // swap buffers to show the screen CluwneLib.Window.Graphics.Display(); }
public GameController() { _configurationManager = IoCManager.Resolve <IPlayerConfigurationManager>(); _configurationManager.Initialize("./player_config.xml"); _resourceManager = IoCManager.Resolve <IResourceManager>(); _resourceManager.LoadBaseResources(); _resourceManager.LoadLocalResources(); //Setup Cluwne first, as the rest depends on it. SetupCluwne(); //Initialization of private members _networkManager = IoCManager.Resolve <INetworkManager>(); _netGrapher = IoCManager.Resolve <INetworkGrapher>(); _stateManager = IoCManager.Resolve <IStateManager>(); _userInterfaceManager = IoCManager.Resolve <IUserInterfaceManager>(); _stateManager.RequestStateChange <MainScreen> (); FrameEventArgs _frameEvent; EventArgs _frameEventArgs; _clock = new SFML.System.Clock(); while (CluwneLib.IsRunning == true) { var lastFrameTime = _clock.ElapsedTime.AsSeconds(); _clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color.Black); CluwneLib.Screen.DispatchEvents(); CluwneLib.RunIdle(this, _frameEvent); CluwneLib.Screen.Display(); } CluwneLib.Terminate(); Console.WriteLine("Gameloop terminated."); }
public void BeginDrawingShadowCasters() { CluwneLib.CurrentRenderTarget = renderTarget; CluwneLib.ClearCurrentRendertarget(Color.FromArgb(0, 0, 0, 0)); }