/// <summary> /// Initializes a new instance of this class. /// </summary> /// <param name="width">Width of the resolution of this window.</param> /// <param name="height">Height of the resolution of this window.</param> /// <param name="flags">Decides how the window is created.</param> public GameWindow(int width, int height, GraphicsFlags flags) { InitializeComponent(); _canvas = new GraphicsCanvas(this, 0, new CanvasRenderHandler(Render)); GraphicsManager.RenderTarget = _canvas; Reset(width, height, flags); }
/// <summary> /// Creates a canvas that can be rendered to by the current driver. /// </summary> /// <param name="control">Control to render this canvases graphics to.</param> /// <returns>New renderable canvas.</returns> public static GraphicsCanvas CreateCanvas(Control control, GraphicsFlags flags, CanvasRenderHandler handler) { GraphicsCanvas canvas = new GraphicsCanvas(control, flags, handler); ClearRenderState(); return(canvas); }
/// <summary> /// Initializes a new instance of this control. /// </summary> /// <param name="file">Tileset file to display.</param> public TilesetWindow(string file) { InitializeComponent(); _canvas = new GraphicsCanvas(canvasPanel, 0, Render); _tileset = new Tileset(file); TilesetWindow_ResizeEnd(null, new EventArgs()); EventManager.AttachListener(_listener = new EventListener(EventCaptured)); }
/// <summary> /// Invoked when a new instance of this class is created. /// </summary> public EmitterEditorWindow() { InitializeComponent(); _emitterProperties.Emitter = _emitterNode; _canvas = new GraphicsCanvas(previewPanel, 0, new CanvasRenderHandler(Render)); // Create a callback so we can render the canvas (it won't be done my the main loop due to // this window being show in model). Application.Idle += new EventHandler(Application_Idle); SyncronizeTypes(); }
/// <summary> /// Called when a new instance of this class is created. /// </summary> public BitmapFontSelectorWindow() { InitializeComponent(); _canvas = new GraphicsCanvas(previewPanel, 0, new CanvasRenderHandler(RenderPreview)); // Create a callback so we can render the canvas (it won't be done my the main loop due to // this window being show in model). Application.Idle += new EventHandler(Application_Idle); }
/// <summary> /// Creates a canvas that can be rendered to by the current driver. /// </summary> /// <param name="control">Control to render this canvases graphics to.</param> /// <returns>New renderable canvas.</returns> public static GraphicsCanvas CreateCanvas(Control control, GraphicsFlags flags, CanvasRenderHandler handler) { GraphicsCanvas canvas = new GraphicsCanvas(control, flags, handler); ClearRenderState(); return canvas; }
/// <summary> /// Initializes a new instance of this class, and sets up the form. /// </summary> public EditorWindow() { // Initialize the windows form controls. InitializeComponent(); // Refresh the recent file list. RefreshRecentFiles(); // Create the map canvas to render to. _mapCanvas = GraphicsManager.CreateCanvas(mapPanel, 0, new CanvasRenderHandler(Render)); // Grab the path marker image. _pathMarkerImage = new Graphics.Image(ReflectionMethods.GetEmbeddedResourceStream("path_marker.png"), 0); // Syncronize the window to the current data. SyncronizeWindow(); // Create a new event listener to listen out for input events. _listener = new EventListener(new ProcessorDelegate(EventCaptured)); EventManager.AttachListener(_listener); }