void onLoadingFrameComplete(object sender, FrameEventArgs e) { webControl.LoadingFrameComplete -= onLoadingFrameComplete; webControl.ExecuteJavascriptWithResult("JS.App.setText();"); //dynamic document = (Awesomium.Core.JSObject)Html5.ExecuteJavascriptWithResult("document"); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); vertexProgram.Bind(); vertexProfile.Enable(); fragmentProgram.Bind(); fragmentProfile.Enable(); this.fragmentParamDecal.EnableTexture(); GL.Begin(BeginMode.Triangles); GL.TexCoord2(0, 0); GL.Vertex2(-0.8f, 0.8f); GL.TexCoord2(1, 0); GL.Vertex2(0.8f, 0.8f); GL.TexCoord2(0.5f, 1); GL.Vertex2(0.0f, -0.8f); GL.End(); vertexProfile.Disable(); fragmentProfile.Disable(); this.fragmentParamDecal.DisableTexture(); SwapBuffers(); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { float[] lightPosition = { 12.5f * (float)Math.Sin(this.myLightAngle), 12.5f * (float)Math.Cos(this.myLightAngle), 4 }; GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.LoadIdentity(); Glu.LookAt( 0.0, 0.0, 20.0, 0.0, 0.0, 0.0, /* XYZ view center */ 0.0, 1.0, 0.0); /* Up is in positive Y direction */ vertexProgram.Bind(); this.vertexParamModelViewProj.SetStateMatrix(MatrixType.ModelviewProjectionMatrix, MatrixTransform.MatrixIdentity); this.vertexParamLightPosition.Set(lightPosition); vertexProfile.Enable(); fragmentProgram.Bind(); this.fragmentParamNormalMap.EnableTexture(); this.fragmentParamNormalizeCube.EnableTexture(); fragmentProfile.Enable(); vertexProgram.UpdateParameters(); fragmentProgram.UpdateParameters(); GL.Begin(BeginMode.Quads); /* Counter clockwise (GL_CCW) winding */ GL.TexCoord2(0f, 0f); GL.Vertex2(-7f, -7f); GL.TexCoord2(1f, 0f); GL.Vertex2(7f, -7f); GL.TexCoord2(1f, 1f); GL.Vertex2(7f, 7f); GL.TexCoord2(0f, 1f); GL.Vertex2(-7f, 7f); GL.End(); fragmentParamNormalizeCube.DisableTexture(); fragmentParamNormalMap.DisableTexture(); vertexProfile.Disable(); fragmentProfile.Disable(); /*** Render light as white ball using fixed function pipe ***/ GL.Translate(lightPosition[0], lightPosition[1], lightPosition[2]); GL.BindTexture(TextureTarget.Texture2D, 0); GL.Color3(0.8, 0.8, 0.1); /* yellow */ NativeMethods.glutSolidSphere(0.4, 12, 12); this.SwapBuffers(); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); paramShrinkFactor.Set(myShrinkFactor); combinedProgram.Bind(); // Enable all profiles needed for (int i = 0; i < combinedProgram.DomainsCount - 1; i++) combinedProgram.GetDomainProfile(i).Enable(); DrawStars(); // Disable all profiles needed for (int i = combinedProgram.DomainsCount - 1; i >= 0; i--) combinedProgram.GetDomainProfile(i).Disable(); if (myShrinkFactor > 0.8) { myShrinkDirection = -0.02f; } else if (myShrinkFactor <= 0) { myShrinkFactor = 0; myShrinkDirection = 0.02f; } myShrinkFactor += myShrinkDirection; SwapBuffers(); }
/// <summary> /// Handles the OnFrameBegin event of the Screen control. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="FrameEventArgs"/> instance containing the event data.</param> private void Screen_OnFrameBegin(object sender, FrameEventArgs e) { // Clear the screen. Gorgon.Screen.Clear(); _particleSystem.Update(e.FrameDeltaTime); _particleSystem.Render(); }
/// <summary> /// Handles the OnFrameBegin event of the Screen control. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="FrameEventArgs"/> instance containing the event data.</param> private void Screen_OnFrameBegin(object sender, FrameEventArgs e) { // Clear the screen. Gorgon.Screen.Clear(); txtspr.Draw(); Gorgon.Screen.Rectangle(0,0, txtspr.Size.X, txtspr.Size.Y, Color.Brown); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); vertexProgram.Bind(); vertexProfile.EnableProfile(); fragmentProgram.Bind(); fragmentProfile.EnableProfile(); GL.Begin(BeginMode.Triangles); GL.Color3(1f, 0f, 0f); /* Red */ GL.Vertex2(-0.8f, 0.8f); GL.Color3(0f, 1f, 0f); /* Green */ GL.Vertex2(0.8f, 0.8f); GL.Color3(0f, 0f, 1f); /* Blue */ GL.Vertex2(0.0f, -0.8f); GL.End(); vertexProfile.DisableProfile(); fragmentProfile.DisableProfile(); this.SwapBuffers(); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); vertexProfile.Enable(); geometryProfile.Enable(); fragmentProfile.Enable(); if (combinedProgram != null) { combinedProgram.Bind(); } else { vertexProgram.Bind(); geometryProgram.Bind(); fragmentProgram.Bind(); } DrawStars(); vertexProfile.Disable(); geometryProfile.Disable(); fragmentProfile.Disable(); SwapBuffers(); }
private void WebViewLoadingFrameComplete(object sender, FrameEventArgs e) { if (e.IsMainFrame) { _WebView.LoadingFrameComplete -= WebViewLoadingFrameComplete; CheckCompletion(); } }
void _IWebView_LoadingFrameComplete(object sender, FrameEventArgs e) { if (e.IsMainFrame) { _IWebView.LoadingFrameComplete -= _IWebView_LoadingFrameComplete; CheckCompletion(); } }
private void Awesomium_Windows_Forms_WebControl_LoadingFrameComplete(object sender, FrameEventArgs e) { if (e.IsMainFrame) { finishedLoading = true; ((WebControl)sender).LoadingFrameComplete -= Awesomium_Windows_Forms_WebControl_LoadingFrameComplete; } }
private void GorgonIdle(object sender, FrameEventArgs e) { _networkManager.UpdateNetwork(); _stateManager.Update(e); _userInterfaceManager.Update(e.FrameDeltaTime); _userInterfaceManager.Render(); _netGrapher.Update(); }
private void Gorgon_Idle(object sender, FrameEventArgs e) { Gorgon.Screen.Clear(Color.Black); screenTarget.Clear(Color.Black); Gorgon.CurrentRenderTarget = screenTarget; foreach (BounceySprite spr in bounceysprites) { spr.Draw(); } Gorgon.CurrentRenderTarget = null; screenTarget.Image.Blit(0,0); }
private void Gorgon_Idle(object sender, FrameEventArgs e) { Gorgon.Screen.Clear(System.Drawing.Color.Black); //Gorgon.CurrentShader = decalShader.Techniques["drawWithDecal"]; Gorgon.CurrentShader = decalShader.Techniques["drawWithDecal"]; foreach (BounceySprite spr in bounceysprites) { spr.Draw(); } Gorgon.CurrentShader = null; //Gorgon.CurrentShader = null; }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); vertexProgram.Bind(); vertexProfile.EnableProfile(); fragmentProgram.Bind(); fragmentProfile.EnableProfile(); DrawStars(); vertexProfile.DisableProfile(); fragmentProfile.DisableProfile(); SwapBuffers(); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); if (mySeparation > 0) { /* Separate in the horizontal direction. */ this.vertexParamLeftSeparation.Set(-mySeparation, 0); this.vertexParamRightSeparation.Set(mySeparation, 0); } else { /* Separate in the vertical direction. */ this.vertexParamLeftSeparation.Set(0, -mySeparation); this.vertexParamRightSeparation.Set(0, mySeparation); } vertexProgram.Bind(); vertexProfile.Enable(); fragmentProgram.Bind(); fragmentProfile.Enable(); this.fragmentParamDecal.EnableTexture(); GL.Begin(BeginMode.Triangles); GL.TexCoord2(0, 0); GL.Vertex2(-0.8f, 0.8f); GL.TexCoord2(1, 0); GL.Vertex2(0.8f, 0.8f); GL.TexCoord2(0.5f, 1); GL.Vertex2(0.0f, -0.8f); GL.End(); vertexProfile.Enable(); fragmentProfile.Disable(); this.fragmentParamDecal.DisableTexture(); this.SwapBuffers(); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); vertexProgram.Bind(); vertexProfile.EnableProfile(); /* Rendering code verbatim from Chapter 1, Section 2.4.1 "Rendering a Triangle with OpenGL" (page 57). */ GL.Begin(BeginMode.Triangles); GL.Vertex2(-0.8f, 0.8f); GL.Vertex2(0.8f, 0.8f); GL.Vertex2(0.0f, -0.8f); GL.End(); vertexProfile.DisableProfile(); this.SwapBuffers(); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); vertexParam_twisting.Set(myTwisting); vertexProgram.Bind(); vertexProfile.Enable(); fragmentProgram.Bind(); fragmentProfile.Enable(); DrawSubDividedTriangle(5); vertexProfile.Disable(); fragmentProfile.Disable(); this.SwapBuffers(); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void DoRender(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); const float Acceleration = -9.8f; float viewAngle = myGlobalTime * 2.8f; int i; GL.LoadIdentity(); Glu.LookAt((float)Math.Cos(viewAngle), 0.3f, (float)Math.Sin(viewAngle), 0, 0, 0, 0, 1, 0); /* Set uniforms before glGLProgram bind. */ this.vertexParamGlobalTime.Set(myGlobalTime); this.vertexParamAcceleration.Set(0, Acceleration, 0, 0); this.vertexParamModelViewProj.SetStateMatrix(MatrixType.ModelviewProjectionMatrix, MatrixTransform.MatrixIdentity); vertexProgram.Bind(); vertexProfile.Enable(); fragmentProfile.Enable(); /* Render live particles. */ GL.Begin(BeginMode.Points); for (i = 0; i < 800; i++) { if (myParticleSystem[i].Alive) { /* initial velocity */ GL.TexCoord3(myParticleSystem[i].VInitial); /* initial time */ GL.MultiTexCoord1(TextureUnit.Texture1, myParticleSystem[i].Initial); /* initial position */ GL.Vertex3(myParticleSystem[i].PInitial); } } GL.End(); vertexProfile.Disable(); fragmentProfile.Disable(); SwapBuffers(); }
public void RenderUpdate(object sender, FrameEventArgs e) { if ((_isPlaying)) { if (_buffer != null) { //TODO: Sync video to audio _frame++; _buffer.Fill(); } else _frame++; trackBar1.Value = _frame; if (_frame >= _targetSource.NumFrames) if (!_loop) Stop(); else _frame = -1; } }
protected abstract void DoRender(FrameEventArgs e);
public void Update(FrameEventArgs e) { _connectTextbox.Position = new Point(_titleImage.ClientArea.Left + 40, _titleImage.ClientArea.Bottom + 50); _buttConnect.Position = new Point(_connectTextbox.Position.X, _connectTextbox.ClientArea.Bottom + 20); _buttOptions.Position = new Point(_buttConnect.Position.X, _buttConnect.ClientArea.Bottom + 20); _buttExit.Position = new Point(_buttOptions.Position.X, _buttOptions.ClientArea.Bottom + 20); if (_isConnecting) { TimeSpan dif = DateTime.Now - _connectTime; if (dif.TotalMilliseconds > ConnectTimeOut) { _isConnecting = false; NetworkManager.Disconnect(); } } }
/// <summary> /// Add your game logic here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void OnUpdateFrame(FrameEventArgs e) { if (Keyboard[Key.Escape]) { this.Exit(); } }
public void Update(FrameEventArgs e) { _mainbg.Position = new Point( (int) ((Gorgon.Screen.Width/2f) - (_mainbg.ClientArea.Width/2f)), (int) ((Gorgon.Screen.Height/2f) - (_mainbg.ClientArea.Height/2f))); _recStatus = new RectangleF(_mainbg.Position.X + 10, _mainbg.Position.Y + 63, 785, 21); _imgStatus.Position = new Point((int) _recStatus.Left, (int) _recStatus.Top); _lblServer.Position = new Point((int) _recStatus.Left + 5, (int) _recStatus.Top + 2); _lblServerInfo.Position = new Point(_lblServer.ClientArea.Right, _lblServer.ClientArea.Y); _lblServerInfo.Text.Text = _serverName; _lblMode.Position = new Point(_lblServerInfo.ClientArea.Right + (int) _lastLblSpacing, _lblServerInfo.ClientArea.Y); _lblModeInfo.Position = new Point(_lblMode.ClientArea.Right, _lblMode.ClientArea.Y); _lblModeInfo.Text.Text = _gameType; _lblPlayers.Position = new Point(_lblModeInfo.ClientArea.Right + (int) _lastLblSpacing, _lblModeInfo.ClientArea.Y); _lblPlayersInfo.Position = new Point(_lblPlayers.ClientArea.Right, _lblPlayers.ClientArea.Y); _lblPlayersInfo.Text.Text = _serverPlayers.ToString() + " / " + _serverMaxPlayers.ToString(); _lblPort.Position = new Point(_lblPlayersInfo.ClientArea.Right + (int) _lastLblSpacing, _lblPlayersInfo.ClientArea.Y); _lblPortInfo.Position = new Point(_lblPort.ClientArea.Right, _lblPort.ClientArea.Y); _lblPortInfo.Text.Text = _serverPort.ToString(); _tabs.Position = _mainbg.Position + new Size(5, 90); _lobbyChat.Position = new Point(_mainbg.ClientArea.Left + 12, _mainbg.ClientArea.Bottom - _lobbyChat.ClientArea.Height - 12); //Wish the chat box wasnt such shit. Then i wouldnt have to do this here. _imgChatBg.Position = new Point(_lobbyChat.ClientArea.Left - 6, _lobbyChat.ClientArea.Top - 9); }
public void GorgonRender(FrameEventArgs e) { _background.Draw(new Rectangle(0, 0, Gorgon.CurrentClippingViewport.Width, Gorgon.CurrentClippingViewport.Height)); UserInterfaceManager.Render(); }
private void webcontrol1_LoadingFrameComplete(object sender, FrameEventArgs e) { //LatestUrl = webcontrol1.Source.ToString(); if (!webcontrol1.Source.ToString().Equals(LatestUrl)) { //StreamWriter history = new StreamWriter("History.hst", true); //history.WriteLine(webcontrol1.Source.ToString()); //history.Close(); LatestUrl = webcontrol1.Source.ToString(); } Title = webcontrol1.Title; }
/// <summary> /// Add your game logic here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void OnUpdateFrame(FrameEventArgs e) { lightAngle += 0.008f; /* Add a small angle (in radians). */ if (lightAngle > my2Pi) { lightAngle -= my2Pi; } if (this.Keyboard[Key.Escape]) { this.Exit(); } }
private void web_LoadingFrameComplete(object sender, FrameEventArgs e) { flatTextBox.RightContent = Resources["appbar_heart"]; }
public void GorgonRender(FrameEventArgs e) { _background.Draw(new Rectangle(0, 0, Gorgon.Screen.Width, Gorgon.Screen.Height)); }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); DoRender(e); System.Windows.Forms.Application.DoEvents(); }