public VersionWatermark(D3DEngine engine) { _engine = engine; WatermarkText = Assembly.GetEntryAssembly().GetName().Version.ToString(); _update = true; DrawOrders.UpdateIndex(0, 100000); }
public FirstPersonToolRenderer( D3DEngine d3DEngine, CameraManager <ICameraFocused> camManager, PlayerEntityManager playerEntityManager, VoxelModelManager voxelModelManager, VisualWorldParameters visualWorldParameters, SingleArrayChunkContainer chunkContainer, ISkyDome skyDome) { _d3dEngine = d3DEngine; _camManager = camManager; _voxelModelManager = voxelModelManager; _chunkContainer = chunkContainer; _skyDome = skyDome; PlayerCharacter = playerEntityManager.PlayerCharacter; playerEntityManager.PlayerEntityChanged += _player_PlayerEntityChanged; _cubeRenderer = new CubeRenderer(d3DEngine, visualWorldParameters); _animationRotation = Quaternion.Identity; DrawOrders.UpdateIndex(0, 5000); this.IsDefferedLoadContent = true; }
protected SandboxMenuComponent(D3DEngine engine, MainScreen screen, SandboxCommonResources commonResources) { _engine = engine; _screen = screen; _commonResources = commonResources; _engine.ScreenSize_Updated += EngineViewPortUpdated; _linen = new ImageControl { Image = _commonResources.StLinenPattern }; _cubes = new ImageControl { Image = _commonResources.StCubesPattern }; _shadow = new ImageControl { Image = _commonResources.StShadow }; _logo = new ImageControl { Image = _commonResources.StLogo }; _version = new ImageControl { Image = _commonResources.StGameName }; DrawOrders.UpdateIndex(0, int.MaxValue - 1); }
public FadeSwitchComponent(D3DEngine engine) { IsDefferedLoadContent = true; _engine = engine; DrawOrders.UpdateIndex(0, int.MaxValue); //Must ne draw the last }
public ParticuleEngine(D3DEngine d3dEngine, iCBuffer sharedFrameBuffer) { _d3dEngine = d3dEngine; _sharedFrameBuffer = sharedFrameBuffer; _liveEmitter = new List <IEmitter>(); DrawOrders.UpdateIndex(0, 1059, "ParticuleEngine"); }
public SharedFrameCB(D3DEngine engine, CameraManager <ICamera> cameraManager) { _engine = engine; _cameraManager = cameraManager; DrawOrders.UpdateIndex(0, 0); //Force the Draw call order to maximum priority, because its draw call must be done before everything else ! (As its used by all other components) CBPerFrame = ToDispose(new CBuffer <CBPerFrame_Struct>(_engine.Device, "PerFrameShared")); }
public GhostedEntityRenderer( PlayerEntityManager playerEntityManager, VoxelModelManager voxelModelManager, CameraManager <ICameraFocused> cameraManager ) { _playerEntityManager = playerEntityManager; _voxelModelManager = voxelModelManager; _cameraManager = cameraManager; Transform = Matrix.Identity; Display = true; DrawOrders.UpdateIndex(0, 1070); }
public WorldShadowMap( CameraManager <ICameraFocused> camManager, D3DEngine d3dEngine, WorldFocusManager worldFocusManager, IClock clock ) { DrawOrders.UpdateIndex(0, 99, "SM_CREATION"); _smDrawID = DrawOrders.AddIndex(10000, "SM_DRAW"); _d3dEngine = d3dEngine; _camManager = camManager; _worldFocusManager = worldFocusManager; _clock = clock; }
public DisplayInfo(D3DEngine d3dEngine, Game game) { _game = game; _game.GameComponents.ComponentAdded += GameComponents_ComponentAdded; _game.GameComponents.ComponentRemoved += GameComponents_ComponentRemoved; _d3dEngine = d3dEngine; DrawOrders.UpdateIndex(0, 10000); //Add all exiting components foreach (var components in _game.GameComponents) { if (components is IDebugInfo) { AddComponants((IDebugInfo)components); } } }
public SharedFrameCB(D3DEngine engine, CameraManager <ICameraFocused> cameraManager, ISkyDome skydome, VisualWorldParameters visualWorldParam, IPlayerManager playerManager, IWeather weather, [Named("SkyBuffer")] StaggingBackBuffer backBuffer) { _engine = engine; _cameraManager = cameraManager; _skydome = skydome; _visualWorldParam = visualWorldParam; _playerManager = playerManager; _backBuffer = backBuffer; _weather = weather; DrawOrders.UpdateIndex(0, 0); CBPerFrame = new CBuffer <CBPerFrame_Struct>(_engine.Device, "PerFrame"); }
public DynamicEntityManager(D3DEngine d3DEngine, VoxelModelManager voxelModelManager, CameraManager <ICameraFocused> camManager, WorldFocusManager worldFocusManager, VisualWorldParameters visualWorldParameters, SingleArrayChunkContainer chunkContainer, IPlayerManager playerEntityManager, ISkyDome skyDome, SharedFrameCB sharedFrameCB, IWorldChunks worldChunks, ISoundEngine soundEngine, UtopiaParticuleEngine utopiaParticuleEngine ) { _d3DEngine = d3DEngine; _voxelModelManager = voxelModelManager; _camManager = camManager; _chunkContainer = chunkContainer; _soundEngine = soundEngine; _worldFocusManager = worldFocusManager; _visualWorldParameters = visualWorldParameters; _playerEntityManager = playerEntityManager; _playerEntityManager.UtopiaParticuleEngine = utopiaParticuleEngine; _skyDome = skyDome; _sharedFrameCB = sharedFrameCB; _worldChunks = worldChunks; _utopiaParticuleEngine = utopiaParticuleEngine; _voxelModelManager.VoxelModelAvailable += VoxelModelManagerVoxelModelReceived; _camManager.ActiveCameraChanged += CamManagerActiveCameraChanged; _playerEntityManager.PlayerEntityChanged += _playerEntityManager_PlayerEntityChanged; DynamicEntities = new List <VisualVoxelEntity>(); DrawOrders.UpdateIndex(VOXEL_DRAW, 99, "VOXEL_DRAW"); SPRITENAME_DRAW = DrawOrders.AddIndex(1060, "NAME_DRAW"); this.IsDefferedLoadContent = true; }
public Hud(MainScreen screen, D3DEngine d3DEngine, ToolBarUi toolbar, InputsManager inputManager, CameraManager <ICameraFocused> camManager, PlayerEntityManager playerEntityManager, IWeather weather, IWorldChunks worldChunks) { IsDefferedLoadContent = true; _screen = screen; _inputManager = inputManager; _playerEntityManager = playerEntityManager; _d3DEngine = d3DEngine; DrawOrders.UpdateIndex(0, 10000); _d3DEngine.ScreenSize_Updated += D3DEngineViewPortUpdated; ToolbarUi = toolbar; toolbar.LayoutFlags = ControlLayoutFlags.Skip; _camManager = camManager; _inputManager.KeyboardManager.IsRunning = true; IsHidden = false; _tooltip = new TooltipControl(); _energyBar = new EnergyBarsContainer(d3DEngine, playerEntityManager); _energyBar.LayoutFlags = ControlLayoutFlags.Skip; _energyBar.Bounds.Location = new UniVector(0, 0); //Always bound to top left location of the screen ! _weatherContainer = new WeatherContainer(d3DEngine, weather, worldChunks, playerEntityManager); _weatherContainer.LayoutFlags = ControlLayoutFlags.Skip; _weatherContainer.Bounds.Location = new UniVector(0, 0); //Always bound to top left location of the screen ! _screen.ToolTipShow += _screen_ToolTipShow; _screen.ToolTipHide += _screen_ToolTipHide; }
public ChatComponent(D3DEngine engine, InputsManager imanager, ServerComponent server) { IsDefferedLoadContent = true; _d3dEngine = engine; _imanager = imanager; _server = server; _server.MessageChat += ServerConnectionMessageChat; _server.MessagePing += _server_MessagePing; _server.MessageUseFeedback += _server_MessageUseFeedback; ChatLineLimit = 30; //For 5 seconds = _hideChatInTick = 15 * Stopwatch.Frequency; _d3dEngine.ScreenSize_Updated += LocateChat; LocateChat(_d3dEngine.ViewPort, _d3dEngine.BackBufferTex.Description); IsHided = false; // make it drawn on top DrawOrders.UpdateIndex(0, 10000); }
public BlackBgComponent(D3DEngine engine) { _engine = engine; DrawOrders.UpdateIndex(0, 0); }
public GuiManager(Screen screen, D3DEngine d3DEngine, InputsManager inputManager, string skinPath = @"GUI\Skins\Default\Default.skin.xml", List <Assembly> plugInComponentAssemblies = null ) { _plugInComponentAssemblies = plugInComponentAssemblies; _screen = screen; _d3DEngine = d3DEngine; _inputManager = inputManager; _skinPath = skinPath; _d3DEngine.GameWindow.KeyPress += GameWindowKeyPress; _d3DEngine.GameWindow.KeyDown += GameWindowKeyDown; _d3DEngine.GameWindow.KeyUp += GameWindowKeyUp; _d3DEngine.ScreenSize_Updated += _d3DEngine_ScreenSize_Updated; _screen.Width = _d3DEngine.ViewPort.Width; _screen.Height = _d3DEngine.ViewPort.Height; _screen.Desktop.ChildsAlignment = VerticalAlignment.Center; DrawOrders.UpdateIndex(0, 10001); UpdateOrder = _inputManager.UpdateOrder + 1; this.IsSystemComponent = true; //Register Action Manager for mouse click handling. _inputManager.ActionsManager.AddActions(new MouseTriggeredAction() { ActionId = Actions.LeftMousePressed, TriggerType = MouseTriggerMode.ButtonPressed, Binding = MouseButton.LeftButton }); _inputManager.ActionsManager.AddActions(new MouseTriggeredAction() { ActionId = Actions.LeftMouseRelease, TriggerType = MouseTriggerMode.ButtonReleased, Binding = MouseButton.LeftButton }); _inputManager.ActionsManager.AddActions(new MouseTriggeredAction() { ActionId = Actions.RightMousePressed, TriggerType = MouseTriggerMode.ButtonPressed, Binding = MouseButton.RightButton }); _inputManager.ActionsManager.AddActions(new MouseTriggeredAction() { ActionId = Actions.RightMouseRelease, TriggerType = MouseTriggerMode.ButtonReleased, Binding = MouseButton.RightButton }); _inputManager.ActionsManager.AddActions(new MouseTriggeredAction() { ActionId = Actions.ScrollWheelForward, TriggerType = MouseTriggerMode.ScrollWheelForward, Binding = MouseButton.ScrollWheel }); _inputManager.ActionsManager.AddActions(new MouseTriggeredAction() { ActionId = Actions.ScrollWheelBackward, TriggerType = MouseTriggerMode.ScrollWheelBackWard, Binding = MouseButton.ScrollWheel }); }
public FadeComponent(D3DEngine engine) { _engine = engine; DrawOrders.UpdateIndex(0, 10000); }
public InventoryEventComponent() { DrawOrders.UpdateIndex(0, 10000); }
public WorldChunks(D3DEngine d3dEngine, CameraManager <ICameraFocused> camManager, VisualWorldParameters visualWorldParameters, WorldFocusManager worldFocusManager, GameStatesManager gameStates, IClock gameClock, SingleArrayChunkContainer cubesHolder, ILandscapeManager2D landscapeManager, IChunkMeshManager chunkMeshManager, IChunksWrapper chunkWrapper, ILightingManager lightingManager, IChunkStorageManager chunkstorage, ServerComponent server, IWeather weather, [Named("SkyBuffer")] StaggingBackBuffer skyBackBuffer, VoxelModelManager voxelModelManager, IChunkEntityImpactManager chunkEntityImpactManager, InputsManager inputsManager ) { _server = server; _chunkstorage = chunkstorage; _d3dEngine = d3dEngine; _worldFocusManager = worldFocusManager; _gameStates = gameStates; _camManager = camManager; _gameClock = gameClock; VisualWorldParameters = visualWorldParameters; _cubesHolder = cubesHolder; _chunkWrapper = chunkWrapper; _landscapeManager = landscapeManager; _chunkMeshManager = chunkMeshManager; _lightingManager = lightingManager; _weather = weather; _skyBackBuffer = skyBackBuffer; _voxelModelManager = voxelModelManager; _chunkEntityImpactManager = chunkEntityImpactManager; _inputsManager = inputsManager; _skyBackBuffer.OnStaggingBackBufferChanged += _skyBackBuffer_OnStaggingBackBufferChanged; SliceViewChunks = 25; DrawStaticInstanced = true; if (visualWorldParameters.WorldParameters.Configuration is UtopiaWorldConfiguration) { _utopiaProcessorParam = ((UtopiaWorldConfiguration)visualWorldParameters.WorldParameters.Configuration).ProcessorParam; } //Self injecting inside components, to avoid circular dependency _chunkWrapper.WorldChunks = this; lightingManager.WorldChunk = this; _chunkMeshManager.WorldChunks = this; landscapeManager.WorldChunks = this; DrawOrders.UpdateIndex(SOLID_DRAW, 100, "SOLID_DRAW"); TRANSPARENT_DRAW = DrawOrders.AddIndex(1050, "TRANSPARENT_DRAW"); ENTITIES_DRAW = DrawOrders.AddIndex(101, "ENTITIES_DRAW"); this.IsDefferedLoadContent = true; }