/// <summary> /// Constructs the main form. /// </summary> public MainForm() { InitializeComponent(); contentBuilder = new ContentBuilder(); contentManager = new ContentManager(editorViewerControl.Services, contentBuilder.OutputDirectory); // Automatically start with an empty game manifest gameManifest = new GameManifest(); }
/// <summary> /// Constructs the main form. /// </summary> public MainForm() { InitializeComponent(); contentBuilder = new ContentBuilder(); contentManager = new ContentManager(editorViewerControl.Services, contentBuilder.OutputDirectory); // Automatically start with an empty game manifest gameManifest = new GameManifest(); // Don't start with a default save location saveLocation = null; UpdateManifestView(); }
/// <summary> /// Initializes the control. /// </summary> protected override void Initialize() { this.CamPosition = Vector3.Zero; this.CamYaw = 0; this.CamPitch = 0; this.CamRoll = 0; contentBuilder = new ContentBuilder(); contentManager = new ContentManager(this.Services, contentBuilder.OutputDirectory); loadModels(); loadTextures(); // Start the animation timer. timer = Stopwatch.StartNew(); // Create the SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice); // Hook the idle event to constantly redraw our animation. this.Paused = true; invalid = delegate { Invalidate(); }; UnpauseForm(); }
/// <summary> /// Initializes the control. /// </summary> protected override void Initialize() { contentBuilder = new ContentBuilder(); contentManager = new ContentManager(this.Services, contentBuilder.OutputDirectory); loadModels(); // Start the animation timer. timer = Stopwatch.StartNew(); // Create the SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice); // Hook the idle event to constantly redraw our animation. Application.Idle += delegate { Invalidate(); }; }
/// <summary> /// Initializes the control. /// </summary> protected override void Initialize() { this.CamPosition = Vector3.Zero; this.CamYaw = 0; this.CamPitch = 0; this.CamRoll = 0; contentBuilder = new ContentBuilder(); contentManager = new ContentManager(this.Services, contentBuilder.OutputDirectory); loadModels(); // Start the animation timer. timer = Stopwatch.StartNew(); // Create the SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice); // Hook the idle event to constantly redraw our animation. this.Paused = true; invalid = delegate { Invalidate(); }; UnpauseForm(); }