// We take both the EngineDisplayForm's handle and its displayPanel handle, since messages // will sometimes be for the form, or the display panel. public MessageHandler( IntPtr formHandle, IntPtr displayPanelHandle, EngineDisplayForm parent ) { m_formHandle = formHandle; m_displayPanelHandle = displayPanelHandle; m_parent = parent; m_gameIsRunning = false; }
public ActorPropertiesForm( EngineDisplayForm parent ) { InitializeComponent(); m_parent = parent; m_types = new ArrayList(); m_types.Add("Unknown"); m_types.Add("Sphere"); m_types.Add("Teapot"); m_types.Add("AiTeapot"); m_types.Add("Test Object"); m_types.Add("Grid"); m_types.Add("Generic Mesh Object"); m_createForm = new ActorCreationForm(); m_mainNode = new TreeNode(); m_mainNode.Name = "mainNode"; m_mainNode.Text = "Scene"; this.m_treeView.Nodes.Add(m_mainNode); // Make sure nothing that can change the scene // is active until the Editor itself has been // initialized m_fileToolStripMenuItem.Enabled = false; m_addActorBtn.Enabled = false; m_removeActorBtn.Enabled = false; m_updateActorPosBtn.Enabled = false; m_restoreActorPosBtn.Enabled = false; m_rotateActorYAxisBtn.Enabled = false; m_rotateActorXAxisBtn.Enabled = false; }
public ActorPropertiesForm(EngineDisplayForm parent) { InitializeComponent(); m_parent = parent; m_types = new ArrayList(); m_types.Add("Unknown"); m_types.Add("Sphere"); m_types.Add("Teapot"); m_types.Add("AiTeapot"); m_types.Add("Test Object"); m_types.Add("Grid"); m_types.Add("Generic Mesh Object"); m_createForm = new ActorCreationForm(); m_mainNode = new TreeNode(); m_mainNode.Name = "mainNode"; m_mainNode.Text = "Scene"; this.m_treeView.Nodes.Add(m_mainNode); // Make sure nothing that can change the scene // is active until the Editor itself has been // initialized m_fileToolStripMenuItem.Enabled = false; m_addActorBtn.Enabled = false; m_removeActorBtn.Enabled = false; m_updateActorPosBtn.Enabled = false; m_restoreActorPosBtn.Enabled = false; m_rotateActorYAxisBtn.Enabled = false; m_rotateActorXAxisBtn.Enabled = false; }
// We take both the EngineDisplayForm's handle and its displayPanel handle, since messages // will sometimes be for the form, or the display panel. public MessageHandler(IntPtr formHandle, IntPtr displayPanelHandle, EngineDisplayForm parent) { m_formHandle = formHandle; m_displayPanelHandle = displayPanelHandle; m_parent = parent; m_gameIsRunning = false; }
static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); EngineDisplayForm form = new EngineDisplayForm(); // Hook up our message handler MessageHandler messageHandler = form.GetMessageHandler(); Application.AddMessageFilter(messageHandler); Application.Idle += new EventHandler(messageHandler.Application_Idle); Application.Run(form); }