//Resizing public void Resized(object sender, SizeEventArgs resize) { gameWindow.SetView(new View(((SFML.System.Vector2f)gameWindow.Size) / 2, (SFML.System.Vector2f)gameWindow.Size)); }
public virtual void OnResized(object sender, SizeEventArgs ev) { }
private static void OnResize(object target, SizeEventArgs args) { onResize?.Invoke((int)args.Width, (int)args.Height); }
private void OnScreenSizeChanged(object sender, SizeEventArgs e) { this.Resize(); }
private static void Win_Resized(object sender, SizeEventArgs e) { win.Size = new Vector2u(800, 600); }
public void OnResize(object sender, SizeEventArgs e) { MessageBus.Instance.PostEvent(MessageType.ScreenResized, sender, e); }
private static void myResizeHandler(object sender, SizeEventArgs e) { FloatRect visibleArea = new FloatRect(new Vector2f(0, 0), new Vector2f(e.Width, e.Height)); window.SetView(new View(visibleArea)); }
private static void Window_Resized(object sender, SizeEventArgs e) { window.SetView(new View(new FloatRect(0, 0, e.Width, e.Height))); }
/*void renderWindow_MouseMoved(object sender, MouseMoveEventArgs e) * { * OnGLMouseMotion(e.X, e.Y); * } * * void renderWindow_MouseButtonReleased(object sender, MouseButtonEventArgs e) * { * OnGLMouse(e.Button, MouseButtonState.Up, e.X, e.Y); * } * * void renderWindow_MouseButtonPressed(object sender, MouseButtonEventArgs e) * { * OnGLMouse(e.Button, MouseButtonState.Down, e.X, e.Y); * }*/ void render_Resized(object sender, SizeEventArgs e) { OnGLResize(); }
public static void Win_enemy_Resized(object sender, SizeEventArgs e) { win_enemy.SetView(new View(new FloatRect(0, 0, e.Width, e.Height))); }
private void Window_Resized(object sender, SizeEventArgs e) { RenderWindow window = (RenderWindow)sender; window.SetView(new View(new FloatRect(0, 0, e.Width, e.Height))); }
void GameWindow_Resized(object sender, SizeEventArgs e) {// instead of scaling the contents, resize to fit the contents. We probably don't want that, do we? gameClient.MainView = new View(new FloatRect(0, 0, e.Width, e.Height)); SetView(gameClient.MainView); }
private void OnResize(object sender, SizeEventArgs e) { RenderWindow window = (RenderWindow)sender; screenManager.OnResize(window.Size.X, window.Size.Y); }
/// <summary> /// Function called when the window is resized /// </summary> static void OnResized(object sender, SizeEventArgs e) { Gl.glViewport(0, 0, (int)e.Width, (int)e.Height); }
private static void Window_Resized(object sender, SizeEventArgs e) { }
private static void Resize(object sender, SizeEventArgs e) { View.Size = new Vector2f(e.Width, e.Height); }
private static void OnResized(object sender, SizeEventArgs e) { (sender as RenderWindow).SetView(new View(new FloatRect(0, 0, e.Width, e.Height))); }
/// <summary> /// Raised when screen size changed /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnScreenSizeChanged(object sender, SizeEventArgs e) { this.RefreshCameraLimits(); }
public void HandleResize(Object s, SizeEventArgs e) { spriteBatch.Dispose(); spriteBatch = new RenderTexture(e.Width, e.Height); }
static void dlg_CBResize(object sender, SizeEventArgs e) { Dialog d = sender as Dialog; d.Title = e.Width.ToString() + " " + e.Height.ToString(); }
private void Platform_OnScreenSizeChanged(object sender, SizeEventArgs e) { this.dirtyFlag = true; }
private void renderWindow_Resized(object sender, SizeEventArgs e) { FloatRect visibleArea = new FloatRect(0, 0, e.Width, e.Height); renderWindow.SetView(new SFML.Graphics.View(visibleArea)); }
private void Win_Resized(object sender, SizeEventArgs e) { Configuration.VideoHigh = e.Height; Configuration.VideoWith = e.Width; win.SetView(new View(new FloatRect(0, 0, e.Width, e.Height))); }
/// <summary> /// Function called when the window is resized /// </summary> static void OnResized(object sender, SizeEventArgs e) { m_Window.SetView(new View(new FloatRect(0f, 0f, e.Width, e.Height))); m_Canvas.SetSize((int)e.Width, (int)e.Height); }
private void GraphSize(object sender, SizeEventArgs e) { Debug.WriteLine(String.Format("GraphSize {0}", e.Size)); }
void Window_Resized(object sender, SizeEventArgs e) { View newView = new View(new FloatRect(0, 0, e.Width, e.Height)); SetView(newView); }
private void OnWinResized(object sender, SizeEventArgs e) { InitializeElements(); }
private void OnResized(object sender, SizeEventArgs e) { }
private void OnResize(object sender, SizeEventArgs e) { var window = (RenderWindow)sender; screen.Camera.ScaleToWindow(window.Size.X, window.Size.Y); }
private static void OnWindowResized(object sender, SizeEventArgs e) { var visibleArea = new FloatRect(0, 0, e.Width, e.Height); _window.SetView(new View(visibleArea)); }
private void Platform_OnScreenSizeChanged(object sender, SizeEventArgs e) { this.AjustTransform(); }