private ButtonControl joinButton, helpButton, quitButton; // the buttons public MainMenu(Game game, GameStateManager gameStateManager, GuiManager gui, InputManager input) : base(gameStateManager) { // load textures // this can probably go in OnEntered() bg = game.Content.Load<Texture2D>("textures/menu/greentank"); // stays in constructor this.gameStateManager = gameStateManager; this.game = game; this.gui = gui; this.input = input; // the following code can probably go in OnEntered() as well graphicsDevice = game.GraphicsDevice; spriteBatch = new SpriteBatch(graphicsDevice); Viewport viewport = game.GraphicsDevice.Viewport; mainMenuScreen = new Screen(viewport.Width, viewport.Height); gui.Screen = mainMenuScreen; mainMenuScreen.Desktop.Bounds = new UniRectangle(new UniScalar(0.0f, 0.0f), new UniScalar(0.0f, 0.0f), new UniScalar(1.0f, 0.0f), new UniScalar(1.0f, 0.0f)); InitializeComponents(); joinButton.Pressed += new EventHandler(joinButton_Pressed); helpButton.Pressed += new EventHandler(helpButton_Pressed); quitButton.Pressed += new EventHandler(quitButton_Pressed); }
public Game1() { graphics = new GraphicsDeviceManager(this); input = new InputManager(Services, Window.Handle); gui = new GuiManager(Services); Content.RootDirectory = "Content"; var capturer = new Nuclex.UserInterface.Input.DefaultInputCapturer(input); capturer.ChangePlayerIndex(ExtendedPlayerIndex.Five); gui.InputCapturer = capturer; // Automatically query the input devices once per update Components.Add(input); // You can either add the GUI to the Components collection to have it render // automatically, or you can call the GuiManager's Draw() method yourself // at the appropriate place if you need more control. Components.Add(gui); IsMouseVisible = true; Window.AllowUserResizing = true; graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; }
protected FusionGameState(FusionGame game) { Game = game; _spriteBatch = (SpriteBatch) game.Services.GetService(typeof (SpriteBatch)); Gui = new GuiManager(Game.Graphics, Game.Input) { Screen = new Screen(game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height) }; Gui.Screen.Desktop.Bounds = new UniRectangle( new UniScalar(0.0F, 25.0F), new UniScalar(0.0F, 25.0F), new UniScalar(1.0f, -50.0F), new UniScalar(1.0f, -50.0F) ); Gui.Initialize(); Gui.Visualizer = FlatGuiVisualizer.FromFile(game.Services, "Content/menu_gui.xml"); ((FlatGuiVisualizer)Gui.Visualizer).RendererRepository.AddAssembly(typeof(FlatImageButtonControlRenderer).Assembly); ((FlatGuiVisualizer)Gui.Visualizer).RendererRepository.AddAssembly(typeof(FlatTiledIconControlRenderer).Assembly); Gui.UpdateOrder = 1000; Components = new GameComponentCollection { Gui }; }
public gxtaGame() { try { this.gdm = new GraphicsDeviceManager(this); this.input = new InputManager(Services, Window.Handle); this.gui = new GuiManager(Services); Content.RootDirectory = "Content"; IsMouseVisible = true; } catch (Exception e) { Console.WriteLine(e.Message); } }
public GuiManager(QSGame game) : base(game) { this.game = game; // Add this to the game service list this.game.Services.AddService(typeof(GuiManager), this); this.gui = new Nuclex.UserInterface.GuiManager(this.game.Services); this.input = new Nuclex.Input.InputManager(this.game.Services, game.Window.Handle); // The Nuclex UserInterface requires its own input handling setup. For now // this engine will use Nuclex's input handling for GUI, but it may be replaced // in the future if needed. this.game.Services.AddService(typeof(Nuclex.Input.InputManager), this.input); }
public BattleBoardLayer(Torch.Scene scene, Torch.Object parent) : base(scene, parent) { _gui = new GuiManager( (GraphicsDeviceManager)Game.Services.GetService(typeof(IGraphicsDeviceManager)), (IInputService)Game.Services.GetService(typeof(IInputService)) ); _gui.DrawOrder = 0; _gui.Initialize(); _gui.Visualizer = FlatGuiVisualizer.FromFile(Game.Services, "Content/Gui/main_gui.xml"); ((FlatGuiVisualizer)_gui.Visualizer).RendererRepository.AddAssembly(typeof(FlatGridCellControlRenderer).Assembly); Components.Add(_gui); ((IInputService)Game.Services.GetService(typeof(IInputService))).GetMouse().MouseButtonPressed += OnMouseButtonPressed; }
public PandaPanic() { this.graphics = new GraphicsDeviceManager(this); this.input = new InputManager(Services, Window.Handle); this.gui = new Nuclex.UserInterface.GuiManager(Services); Components.Add(input); // You can either add the GUI to the Components collection to have it render // automatically, or you can call the GuiManager's Draw() method yourself // at the appropriate place if you need more control. Components.Add(this.gui); // It's a good idea to show the mouse if the user is supposed to click on // the buttons in the GUI :) IsMouseVisible = true; Content.RootDirectory = "Content"; }
/// <summary> /// Creates a new Director instance using the specified Game. /// </summary> /// <param name="game">Game instance for the Director to use.</param> /// <param name="preferredResolution">Preferred resolution for game graphics.</param> /// <remarks>Protected to prevent instantiating Director instances outside of the static SharedDirector property.</remarks> protected Director(Game game, Vector2 preferredResolution) : base(game) { if (preferredResolution == null) { throw new ArgumentNullException("defaultResolution"); } PreferredResolution = preferredResolution; DisplaySize = preferredResolution; DisplayCenter = new Vector2(DisplaySize.X / 2.0f, DisplaySize.Y / 2.0f); ResolutionIndependent = false; TransformationMatrix = new Matrix(); EntityWorld = new EntityWorld(game); RenderSystem renderSystem = EntityWorld.SystemManager.SetSystem<RenderSystem>(new RenderSystem(), SystemExecutionType.Draw); AnimationSystem animationSystem = EntityWorld.SystemManager.SetSystem<AnimationSystem>(new AnimationSystem(), SystemExecutionType.Update); MovementSystem movementSystem = EntityWorld.SystemManager.SetSystem<MovementSystem>(new MovementSystem(), SystemExecutionType.Update); ControlSystem controlSystem = EntityWorld.SystemManager.SetSystem<ControlSystem>(new ControlSystem(), SystemExecutionType.Update); MessageBoard = new MessageBoard(game); GameStateManager = new GameStateManager(game.Services); InputManager = new InputManager(game.Services); InputBindingManager = new InputBindingManager(game); TextureManager = new TextureManager(game.Content); FontManager = new FontManager(game.Content); GuiManager = new GuiManager(game.Services); game.Components.Add(EntityWorld); game.Components.Add(MessageBoard); game.Components.Add(InputManager); game.Components.Add(InputBindingManager); game.Services.AddService(typeof(IEntityWorld), EntityWorld); game.Services.AddService(typeof(IMessageBoard), MessageBoard); game.Services.AddService(typeof(IInputBindingManager), InputBindingManager); game.Services.AddService(typeof(ITextureManager), TextureManager); game.Services.AddService(typeof(IFontManager), FontManager); #if DEBUG DebugDisplay = new DebugDisplay(game); game.Components.Add(DebugDisplay); game.Services.AddService(typeof(IDebugDisplay), DebugDisplay); #endif }
public Game1() { this.graphics = new GraphicsDeviceManager(this); this.input = new InputManager(Services, Window.Handle); this.gui = new GuiManager(Services); this.manager = new GameStateManager(Services); Components.Add(this.input); Components.Add(this.gui); this.gui.DrawOrder = 1000; Components.Add(this.manager); IsMouseVisible = true; quit = false; music = null; cursorTrigger = false; Content.RootDirectory = "Content"; Window.Title = "GunBond"; MediaPlayer.IsRepeating = true; }
public JoinMenu(Game game, GameStateManager gameStateManager, GuiManager gui, InputManager input) : base(gameStateManager) { this.game = game; this.gameStateManager = gameStateManager; this.gameService = new GameServiceContainer(); this.gui = gui; this.input = input; spriteBatch = new SpriteBatch(game.GraphicsDevice); bg = game.Content.Load<Texture2D>("textures/menu/ScoutTank"); Viewport viewport = game.GraphicsDevice.Viewport; joinScreen = new Screen(viewport.Width, viewport.Height); gui.Screen = joinScreen; joinScreen.Desktop.Bounds = new UniRectangle(new UniScalar(0.0f, 0.0f), new UniScalar(0.0f, 0.0f), new UniScalar(1.0f, 0.0f), new UniScalar(1.0f, 0.0f)); InitializeComponents(); joinButton.Pressed += new EventHandler(joinButton_Pressed); backButton.Pressed += new EventHandler(backButton_Pressed); }
// new protected Scene(Game game) { Game = game; _spriteBatch = (SpriteBatch) game.Services.GetService(typeof (SpriteBatch)); IsInitialized = false; IsRunning = true; Gui = new GuiManager( (GraphicsDeviceManager)Game.Services.GetService(typeof(IGraphicsDeviceManager)), (IInputService)Game.Services.GetService(typeof(IInputService))) { Screen = new Screen(game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height) }; Gui.Screen.Desktop.Bounds = new UniRectangle( new UniScalar(0.01F, 0.0F), new UniScalar(0.01F, 0.0F), new UniScalar(0.98F, 0.0F), new UniScalar(0.98F, 0.0F) ); Gui.DrawOrder = 100; }
public User(Game game, Ecosystem ecosystem) { this.ecosystem = ecosystem; this.game = game; this.baseGame = (CircleOfLifeGame)game; //Initialize Nuclex Managers state = new Nuclex.Game.States.GameStateManager(game.Services); input = new InputManager(game.Services); gui = new GuiManager(game.Services); //Add nuclex managers to game components game.Components.Add(state); game.Components.Add(input); game.Components.Add(gui); //initialize input device objects keyboard = input.GetKeyboard(); mouse = input.GetMouse(); hudDestination = new Rectangle(0, (int)(baseGame.graphics.PreferredBackBufferHeight * 0.9f), baseGame.graphics.PreferredBackBufferWidth, (int)(baseGame.graphics.PreferredBackBufferHeight * 0.1f)); //meh Initialize(); }
public Game1() { handler = new UnhandledExceptionEventHandler(Target); try { outWriter.WriteLine(DateTime.Now.ToLongDateString() + ", " + DateTime.Now.ToLongTimeString()); PrintToOutput("Starting Program"); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; guiManager = new GuiManager(Services); inputManager = new InputManager(Services, Window.Handle); Components.Add(this.inputManager); Components.Add(this.guiManager); this.guiManager.DrawOrder = 1000; IsMouseVisible = true; PrintToOutput("Finished Starting Program"); } catch (Exception e) { handler.Invoke(e, new UnhandledExceptionEventArgs(e, true)); } }
public AngryTanks() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // increase update rate to 120 Hz IsFixedTimeStep = true; TargetElapsedTime = new TimeSpan(0, 0, 0, 0, (int)(1000 / 120)); // instantiate server link serverLink = new ServerLink(); // down with xna's input! Input = new InputManager(Services, Window.Handle); Services.AddService(typeof(InputManager), Input); Components.Add(Input); Input.UpdateOrder = 100; gameServices = new GameServiceContainer(); gui = new GuiManager(gameServices, graphics, Input); Services.AddService(typeof(GuiManager), gui); Components.Add(gui); IsMouseVisible = true; //Input.GetKeyboard().KeyPressed += HandleKeyPress; // instantiate game console //gameConsole = new GameConsole(this, new Vector2(0, 400), new Vector2(800, 200), // new Vector2(10, 10), new Vector2(10, 10), new Color(255, 255, 255, 100)); //Components.Add(gameConsole); //gameConsole.UpdateOrder = 1000; //gameConsole.DrawOrder = 1000; //gameConsole.PromptReceivedInput += HandlePromptInput; // instantiate the world /* disabling for testing world = new World(this, serverLink); Components.Add(world); world.UpdateOrder = 100; world.DrawOrder = 100; */ }
public ChimeraGame(string firstLevel) { mFirstLevelName = firstLevel; this.Window.AllowUserResizing = true; this.Window.ClientSizeChanged += ResizedWindow; Game = this; Graphics = new GraphicsDeviceManager(this); Graphics.PreferredBackBufferWidth = 1280; Graphics.PreferredBackBufferHeight = 720; Graphics.PreferMultiSampling = true; //Graphics.ToggleFullScreen(); Content.RootDirectory = "Content"; forward = new KeyInputAction(PlayerIndex.One, InputAction.ButtonAction.Down, Microsoft.Xna.Framework.Input.Keys.W); celShading = new KeyInputAction(PlayerIndex.One, InputAction.ButtonAction.Pressed, Microsoft.Xna.Framework.Input.Keys.F2); // DEBUG mDebugScreen = new Nuclex.UserInterface.Screen(Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight); mDebugGUI = new GuiManager(Services); mDebugGUI.Screen = mDebugScreen; DebugConsole debugConsole = new DebugConsole(); mDebugScreen.Desktop.Children.Add(debugConsole); mDebugInput = new InputManager(Services, Window.Handle); Components.Add(mDebugInput); Components.Add(mDebugGUI); mDebugGUI.DrawOrder = 1000; mDebugScreen.FocusedControl = DebugConsole.ConsoleInput; DebugConsole.AddCommand("exit", new DebugConsole.ConsoleCommand(ExitConsoleCommand)); DebugConsole.AddCommand("enableAllParts", new DebugConsole.ConsoleCommand(EnableParts)); DebugConsole.AddCommand("partMenu", new DebugConsole.ConsoleCommand(PartMenuCommand)); DebugConsole.AddCommand("resizeShadowCascade", new DebugConsole.ConsoleCommand(ResizeShadowCascadesCommand)); DebugConsole.AddCommand("collisions", new DebugConsole.ConsoleCommand(CollisionMeshCommand)); DebugConsole.AddCommand("debug", new DebugConsole.ConsoleCommand(DebugConsoleCommand)); DebugConsole.AddCommand("visualizeCascades", new DebugConsole.ConsoleCommand(VisualizeCascadesCommand)); DebugConsole.AddCommand("celShading", new DebugConsole.ConsoleCommand(CelShadingCommand)); DebugConsole.AddCommand("outlining", new DebugConsole.ConsoleCommand(OutliningCommand)); DebugConsole.AddCommand("drawBoundingBoxes", new DebugConsole.ConsoleCommand(BoundingBoxCommand)); DebugConsole.AddCommand("BirdsEyeView", new DebugConsole.ConsoleCommand(BirdsEyeViewCommand)); DebugConsole.AddCommand("BEV", new DebugConsole.ConsoleCommand(BirdsEyeViewCommand)); DebugConsole.AddCommand("level", new DebugConsole.ConsoleCommand(LoadLevel)); DebugConsole.AddCommand("toggleShadows", new DebugConsole.ConsoleCommand(ToggleShadows)); DebugConsole.AddCommand("wireframe", new DebugConsole.ConsoleCommand(WireframeCommand)); DebugConsole.Hide(); // END CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Sensor.SensorGroup, CollisionRules.DefaultDynamicCollisionGroup), CollisionRule.NoSolver); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Sensor.SensorGroup, CollisionRules.DefaultKinematicCollisionGroup), CollisionRule.NoSolver); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Sensor.SensorGroup, Projectile.ProjectileGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Sensor.SensorGroup, Sensor.SensorGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Sensor.SensorGroup, TerrainPhysics.TerrainPhysicsGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Sensor.SensorGroup, InvisibleWall.InvisibleWallGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Projectile.SensorProjectileGroup, CollisionRules.DefaultDynamicCollisionGroup), CollisionRule.NoSolver); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Projectile.SensorProjectileGroup, CollisionRules.DefaultKinematicCollisionGroup), CollisionRule.NoSolver); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Projectile.SensorProjectileGroup, Projectile.ProjectileGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Projectile.SensorProjectileGroup, Sensor.SensorGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Projectile.SensorProjectileGroup, Projectile.SensorProjectileGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Projectile.SensorProjectileGroup, InvisibleWall.InvisibleWallGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Wormhole.WormholeGroup, CollisionRules.DefaultDynamicCollisionGroup), CollisionRule.NoSolver); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Wormhole.WormholeGroup, CollisionRules.DefaultKinematicCollisionGroup), CollisionRule.NoSolver); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Wormhole.WormholeGroup, Projectile.ProjectileGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Wormhole.WormholeGroup, Wormhole.WormholeGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Wormhole.WormholeGroup, TerrainPhysics.TerrainPhysicsGroup), CollisionRule.NoBroadPhase); CollisionRules.CollisionGroupRules.Add(new CollisionGroupPair(Wormhole.WormholeGroup, InvisibleWall.InvisibleWallGroup), CollisionRule.NoBroadPhase); }