/// <summary> /// If user passes usingEyeTracker, then Game will implement eye tracker filtering and logic /// upon mouse inputs. If false, the game defaults to reading the mouse-state normally. /// </summary> /// <param name="usingEyeTracker"></param> public GameViewFramework(bool usingEyeTracker) { _graphics = new GraphicsDeviceManager(this); this.IsMouseVisible = false; _graphics.PreferredBackBufferWidth = 800; // GameParameters.MAX_X;// +GameParameters.BORDER_PIXELS * 2; _graphics.PreferredBackBufferHeight = 480; // GameParameters.MAX_Y;// +GameParameters.TOP_BAR_PIXELS + GameParameters.BORDER_PIXELS; ; //_graphics.IsFullScreen = true; _graphics.ApplyChanges(); this.Content.RootDirectory = "Content"; _gameSpriteContainer = new ViewSpriteContainer(); _textureFlyweight = new SpriteLoaderFlyweight(); _screenDimension.X = _graphics.PreferredBackBufferWidth; _screenDimension.Y = _graphics.PreferredBackBufferHeight; _contentManagerWaitHandle = new AutoResetEvent(true); _reticle = new Reticle(usingEyeTracker, "Images/Reticle", _textureFlyweight); }
//TODO: inherit from Texture2D, or have it implement an interface implemented by GameSprites public ViewSpriteFactory(ViewSpriteContainer spriteContainer, SpriteLoaderFlyweight textureFlyweight) { _textureFlyweight = textureFlyweight; _spriteContainer = spriteContainer; }