} // end of LiveFeedDisplay LoadContent() public void InitDeviceResources(GraphicsDeviceManager graphics) { if (Header_bg == null) { Header_bg = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\twitter_Icon"); } if (cornerTR == null) { cornerTR = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\cornerTR"); } if (cornerBR == null) { cornerBR = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\cornerBR"); } } // end of LiveFeedDisplay InitDeviceResources()
} // end of Render() #endregion #region Internal public void LoadContent(bool immediate) { brightnessSlider.LoadContent(immediate); durationSlider.LoadContent(immediate); ledGrid.LoadContent(immediate); bar.LoadContent(immediate); if (leftStickTexture == null) { leftStickTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\LeftStick"); } if (rightStickTexture == null) { rightStickTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\RightStick"); } } // end of LoadContent()
public void Activate() { if (state != States.Active) { this.useBackgroundThumbnail = true;// useBackgroundThumbnail; // this.useOverscanForHitTesting = useOverscanForHitTesting; // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); state = States.Active; Header_bg = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\twitter_Icon"); cornerTR = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\cornerTR"); cornerBR = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\cornerBR"); } } // end of Activate
public void LoadContent(bool immediate) { // Init the effect. if (effect == null) { effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Standard"); ShaderGlobals.RegisterEffect("Standard", effect); effectCache.Load(effect, ""); } // Load the texture. if (texture == null) { texture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Cursor3D"); } RunSimCursor.GetInstance().LoadContent(immediate); } // end of Cursor3D RenderObj LoadContent()
} // end of InitDeviceResources() public void UnloadContent() { BokuGame.Release(ref effect); BokuGame.Unload(glassTile); glassTile = null; BokuGame.Unload(descTile); descTile = null; BokuGame.Unload(examplesTile); examplesTile = null; BokuGame.Release(ref rightStickTexture); BokuGame.Release(ref leftStickTexture); BokuGame.Release(ref glassTileHighlight); BokuGame.Release(ref whiteHighlight); BokuGame.Release(ref blackHighlight); BokuGame.Release(ref normalMap); } // end of AddItemHelpCard RenderObj UnloadContent()
internal void RefreshGrid() { Point currSelection = grid.SelectionIndex; GetSortedGridElements(refreshGrid_scratch); for (int i = 0; i < grid.ActualDimensions.Y; ++i) { UIGridShareHubElement elem = grid.Get(0, i) as UIGridShareHubElement; elem.Selected = false; if (!refreshGrid_scratch.Contains(elem)) { BokuGame.Unload(elem); } } grid.Clear(); for (int i = 0; i < refreshGrid_scratch.Count; ++i) { grid.Add(refreshGrid_scratch[i], 0, grid.ActualDimensions.Y); BokuGame.Load(refreshGrid_scratch[i]); } grid.Dirty = true; // Try to preserve selection index. // We might want to try to relocate the selected element if it moved instead. if (grid.ActualDimensions.Y > currSelection.Y) { grid.SelectionIndex = new Point(0, currSelection.Y); } else if (grid.ActualDimensions.Y > 0) { grid.SelectionIndex = new Point(0, grid.ActualDimensions.Y - 1); } Matrix parentMatrix = Matrix.Identity; grid.Update(ref parentMatrix); }
} // end of PreGameRacing Render() protected override void Activate() { // Pause the game clock. // Instead of fully pausing the clock just let it run extremely slow. This still // lets updates happen as expected and results in objects appearing when they // should and the camera moving to where it needs to be. //Time.Paused = true; Time.ClockRatio = 0.0001f; startTime = Time.WallClockTotalSeconds; texture1 = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Count1"); texture2 = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Count2"); texture3 = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Count3"); phase = 4; base.Activate(); } // end of PreGameRacing Activate()
} // end of AddUISelector() public void ActivateNewItemSelector(bool ignorePaths) { // Do we need to update things to relfect a change in whether or not we're ignoreing paths? if (newItemSelectorShim.IgnorePaths != ignorePaths) { BokuGame.Unload(newItemSelectorShim); newItemSelectorShim = new UIShim(AddUISelector, out newItemSelector, ignorePaths); BokuGame.Load(newItemSelectorShim); newItemSelectorShim.InitDeviceResources(BokuGame.bokuGame.GraphicsDevice); } Foley.PlayProgrammingMoveOut(); // Restore the default item color to white. shared.curObjectColor = ColorPalette.GetIndexFromColor(Classification.Colors.White); newItemSelectorShim.Activate(); newItemSelector.IndexDefaultItem = -1; } // end of EditObjectUpdateObj ActivateNewItemSelector()
} // end of HandleTouchInput() #endregion public void LoadContent(bool immediate) { whiteTile = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\LoadLevel\WhiteTile"); whiteTop = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\WhiteTop"); whiteBottom = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\WhiteBottom"); blackHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\BlackHighlight"); { GetTexture getTexture = delegate { return(ButtonTextures.BButton); }; cancelButton = new Button(Strings.Localize("textDialog.cancel"), Color.White, getTexture, UI2D.Shared.GetGameFont20); } { GetTexture getTexture = delegate { return(ButtonTextures.AButton); }; okButton = new Button(Strings.Localize("textDialog.ok"), Color.White, getTexture, UI2D.Shared.GetGameFont20); } BokuGame.Load(textLineEditor, immediate); } // end of LoadContent()
} // end of LoadContent() public void InitDeviceResources(GraphicsDevice device) { // Init the effect. if (effect == null) { effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\UI2D"); ShaderGlobals.RegisterEffect("UI2D", effect); } if (rightStickTexture == null) { rightStickTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\RightStick"); } if (leftStickTexture == null) { leftStickTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\LeftStick"); } if (glassTileHighlight == null) { glassTileHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\GlassTileHighlight"); } if (whiteHighlight == null) { whiteHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\GridElements\WhiteHighlight"); } if (blackHighlight == null) { blackHighlight = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\HelpCard\BlackHighlight"); } if (normalMap == null) { normalMap = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\UI2D\FlatNormalMap"); } glassTile = new Base9Grid(2.2f, 2.2f, edgeSize); descTile = new Base9Grid(6.7f, 2.2f, edgeSize); examplesTile = new Base9Grid(9.0f, 5.0f, edgeSize); BokuGame.Load(glassTile); BokuGame.Load(descTile); BokuGame.Load(examplesTile); } // end of InitDeviceResources()
internal void Deactivate() { LiveManager.FriendUpdatesEnabled = false; LiveManager.JoinableUpdatesEnabled = false; if (LiveManager.IsConnected) { LiveManager.Session.GamerJoined -= Session_GamerJoined; LiveManager.Session.GamerLeft -= Session_GamerLeft; } LiveManager.ClearQueuedOperations(null); grid.Active = false; // We rebuild the grid each time the share hub is activated, to reflect the dynamic nature of the friend list. BokuGame.Unload(grid); grid.Clear(); elements.Clear(); }
} // end of VideoOutput Activate() override public void Deactivate() { if (state != States.Inactive) { // Release file list. shared.filenames = null; shared.curFileIndex = 0; // Release the memeory buffer. shared.data = null; BokuGame.Release(ref shared.texture); shared.colors = null; // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Pop(commandMap); pendingState = States.Inactive; BokuGame.objectListDirty = true; } } // end of VideoOutput Deactivate()
} // end of PreGameRacingWithDesc Render() #endregion #region Internal protected override void Activate() { // Pause the game clock. // Instead of fully pausing the clock just let it run extremely slow. This still // lets updates happen as expected and results in objects appearing when they // should and the camera moving to where it needs to be. //Time.Paused = true; Time.ClockRatio = 0.0001f; texture1 = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Count1"); texture2 = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Count2"); texture3 = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Count3"); base.Activate(); showingDescription = true; HelpOverlay.Push(@"PreGameDescription"); UI2D.Shared.GetFont Font = BokuGame.bokuGame.GraphicsDevice.Viewport.Height < 720 ? UI2D.Shared.GetGameFont18Bold : UI2D.Shared.GetGameFont24Bold; blob = new TextBlob(Font, Terrain.Current.XmlWorldData.name + "\n\n" + Terrain.Current.XmlWorldData.description, (int)(BokuGame.bokuGame.GraphicsDevice.Viewport.Width / 2)); blob.Justification = Terrain.Current.XmlWorldData.descJustification; } // end of PreGameRacingWithDesc Activate()
} // end of PreGameDesc Update() public override void Render(Camera camera) { Texture2D logoTexture = null; if (!string.IsNullOrEmpty(logo)) { switch (logo) { case "n23": logoTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\NASA_JPL"); break; default: logoTexture = null; break; } } Vector2 pos = Vector2.Zero; pos.X = BokuGame.bokuGame.GraphicsDevice.Viewport.Width / 4.0f; pos.Y = BokuGame.bokuGame.GraphicsDevice.Viewport.Height / 2.0f - blob.NumLines / 2.0f * blob.Font().LineSpacing; if (logoTexture != null) { Vector2 logoSize = new Vector2(logoTexture.Width, logoTexture.Height); ScreenSpaceQuad ssquad = ScreenSpaceQuad.GetInstance(); // Position logo in upper right corner. Vector2 logoPos = new Vector2(BokuGame.bokuGame.GraphicsDevice.Viewport.Width * 0.98f - logoSize.X, BokuGame.bokuGame.GraphicsDevice.Viewport.Width * 0.02f); // Force to be pixel aligned. logoPos.X = (int)logoPos.X; logoPos.Y = (int)logoPos.Y; ssquad.Render(logoTexture, logoPos, logoSize, "TexturedRegularAlpha"); } blob.RenderWithButtons(pos, Color.White, outlineColor: Color.Black, outlineWidth: 1.5f, maxLines: 20); } // end of PreGameDesc Render()
// // HoverCar // public HoverCar() : base() { this.classification = new Classification("fish", Classification.Colors.White, Classification.Shapes.Tube, Classification.Tastes.Salty, Classification.Smells.Pleasant, Classification.Physicalities.Collectable); this.classification.audioImpression = Classification.AudioImpression.Noisy; this.classification.audioVolume = Classification.AudioVolume.Loud; this.classification.emitter = ExpressModifier.Emitters.None; this.classification.expression = Face.FaceState.None; InitGameActorParams(); renderObj = new RenderObj(this, HoverCarSRO.GetInstance); BokuGame.Load(this); // Set holding position after loading model so that BoundingSphere is initialized. this.holdingPosition = new Vector3(1.5f, 0.0f, -0.1f); }
} // end of GameListManager Refresh() public void Update() { // Lazy allocation if (blob == null) { blob = new TextBlob(UI2D.Shared.GetGameFont20, Strings.Localize("mainMenu.paused"), 300); blob.Justification = UI2D.UIGridElement.Justification.Center; deadKoduTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\SleepyKodu"); } #if !NETFX_CORE // Check if microbit:driver needs installing. if (MicrobitManager.DriverInstalled == false) { MicrobitManager.ShowDriverDialog(); } #endif #if NETFX_CORE if (BokuGame.ScreenSize.X > BokuGame.ScreenSize.Y) { #endif for (int i = 0; i < updateList.Count; ++i) { UpdateObject obj = updateList[i] as UpdateObject; obj.Update(); } #if NETFX_CORE } else { // Game paused since in strange snapped mode } #endif } // end of GameListManager Update()
override public void Activate() { if (state != States.Active) { // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); // Recreate the MyWorlds and Downloads menus since we may have added new files to them. UIGridWorldTile.SharedRenderTarget.ResetAll(); BokuGame.Unload(shared.myWorldsGrid); BokuGame.Unload(shared.downloadsGrid); shared.myWorldsGrid = shared.CreateGrid(BokuGame.Settings.MediaPath + @"Xml\Levels" + @"\" + myWorldsPath, @"*.Xml"); if (shared.myWorldsGrid != null) { // Sort and set top item as initial selection. LevelSort.SortGrid(shared.myWorldsGrid, LevelSort.SortBy.Date); shared.myWorldsGrid.SelectionIndex = new Point(0, 0); } shared.downloadsGrid = shared.CreateGrid(BokuGame.Settings.MediaPath + @"Xml\Levels" + @"\" + downloadsPath, @"*.Xml"); if (shared.downloadsGrid != null) { // Sort and set top item as initial selection. LevelSort.SortGrid(shared.downloadsGrid, LevelSort.SortBy.Date); shared.downloadsGrid.SelectionIndex = new Point(0, 0); } BokuGame.Load(shared.myWorldsGrid); BokuGame.Load(shared.downloadsGrid); pendingState = States.Active; BokuGame.objectListDirty = true; } }
} // end of MiniHub Shared UnloadContent() /// <summary> /// Recreate render targets /// </summary> /// <param name="graphics"></param> public void DeviceReset(GraphicsDevice device) { BokuGame.DeviceReset(menu, device); }
public void UnloadContent() { BokuGame.Unload(menu); } // end of MiniHub Shared UnloadContent()
} // end of BuildMenu() public void LoadContent(bool immediate) { BokuGame.Load(menu, immediate); } // end of MiniHub Shared LoadContent()
} // end of InitDeviceResources() public void UnloadContent() { BokuGame.Release(ref backgroundTexture); BokuGame.Release(ref leftStick); } // end of UnloadContent()
} // end of InitDeviceResources() public void UnloadContent() { BokuGame.Release(ref background); }
public void UnloadContent() { BokuGame.Unload(grid); BokuGame.Release(ref dropShadowTexture); } // end of ToolMenu UnloadContent()
} // end of UpdateObj c'tor public override void Update() { foreach (UpdateObject obj in updateList) { obj.Update(); } if (done && !parent.logonDialog.Active) { // Done loading, should we show the intro video? if (XmlOptionsData.ShowIntroVideo) { try { #if NETFX_CORE // Switch to MainMenu. parent.DismissAndShowMain(null, null); #else if (shared.video == null) { // Start video. shared.video = BokuGame.Load <Video>(BokuGame.Settings.MediaPath + @"Video\Intro"); shared.player = new VideoPlayer(); shared.player.IsLooped = false; shared.player.Play(shared.video); } // Check if we're done with the video or the user hit escape to skip. if (shared.player.State != MediaState.Playing || Actions.Cancel.WasPressed || TouchInput.WasLastReleased) { Actions.Cancel.ClearAllWasPressedState(); shared.player.Stop(); shared.player.Dispose(); shared.video = null; XmlOptionsData.ShowIntroVideo = false; // Switch to MainMenu. parent.DismissAndShowMain(null, null); } #endif } catch (Exception e) { if (e != null) { } // Something failed with the video so just pretend // we never intended to go there anyway. XmlOptionsData.ShowIntroVideo = false; // Switch to MainMenu. parent.DismissAndShowMain(null, null); } } else { // Switch to MainMenu. parent.DismissAndShowMain(null, null); } } if (parent.progress != null && parent.progressMessage != null) { lock (parent.progressMessage) { parent.progress.Message = parent.progressMessage; } } } // end of UpdateObj Update()
} // end of TitleScreenMode UnloadContent() /// <summary> /// Recreate render targets /// </summary> /// <param name="graphics"></param> public void DeviceReset(GraphicsDevice device) { BokuGame.DeviceReset(titleScreen, device); BokuGame.DeviceReset(logonDialog, device); }
public void UnloadContent() { BokuGame.Unload(titleScreen); BokuGame.Unload(logonDialog); } // end of TitleScreenMode UnloadContent()
} // end of TitleScreenMode DismissAndShowMain() public void LoadContent(bool immediate) { BokuGame.Load(titleScreen, immediate); BokuGame.Load(logonDialog, immediate); } // end of TitleScreenMode LoadContent()
} // end of TitleScreen UnloadContent() /// <summary> /// Recreate render targets /// </summary> /// <param name="graphics"></param> public void DeviceReset(GraphicsDevice device) { BokuGame.DeviceReset(renderObj, device); }
public void UnloadContent() { BokuGame.Unload(renderObj); } // end of TitleScreen UnloadContent()
public void LoadContent(bool immediate) { BokuGame.Load(renderObj, immediate); } // end of TitleScreen LoadContent()