/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="game_time">Provides a snapshot of timing values.</param> protected override void Update(GameTime game_time) { // user controller app exit // TODO: get this into exit event framework below. if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } ExitGameEvent e = mListener_ExitGameEvent.GetMaxOne(); if (e != null) { // elaborate shutdown code goes here. Exit(); } // TODO: Add your update logic here XTouch.Instance().Update(game_time); XKeyInput.Instance().Update(); XMouse.Instance().Update(game_time); XUI.Instance().Update(game_time); XRootDebugMenu.Instance().Update(); XWorld.Instance().Update(); base.Update(game_time); }
public void Init() { mRendered = false; XUI ui = XUI.Instance(); mListenter_KeyUp = new XListener <XKeyInput.KeyUp>(1, eEventQueueFullBehaviour.Ignore, "WorldKeyUp"); XKeyInput.Instance().GetBroadcaster_KeyUp().Subscribe(mListenter_KeyUp); mListener_Button = new XListener <XUI.ButtonUpEvent>(1, eEventQueueFullBehaviour.Ignore, "WorldButton"); ui.GetBroadcaster_ButtonUpEvent().Subscribe(mListener_Button); mRegnerateMapButton = ui._CreateRectangularButton(new Vector2(30, 30), "Regenerate Map", XUI.eStyle.GameplayUI); mMapTypeButton = ui._CreateRectangularButton(new Vector2(30, 125), "Change Map Type", XUI.eStyle.GameplayUI); mMapSizeButton = ui._CreateRectangularButton(new Vector2(30, 220), "Change Map Size", XUI.eStyle.GameplayUI); /* * mMapSizeButton = ui.CreateRectangularButton( new Vector2( 30, 315 ), * "Hy0123456789012345678901234567890123456789", * XUI.eStyle.FontTest ); */ /* * String[] texts = { "Hello", "Goodbye", "Meatball Soup", "Four", "5" }; * String[] controls = { "Back", "Exit Game", "Quit Program, not really, i'm having fun" }; * mSelector = ui.CreateSelector( new Vector2( 1000, 400 ), "missing everything", XUI.eStyle.Frontend, XUI.eStyle.FrontendButton, * XUI.eStyle.FrontendTitle, XUI.eStyle.FrontendControl, texts, controls ); */ Generate(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { XBulletinBoard.Instance().Init(); XTouch.Instance().Init(); XKeyInput.Instance().Init(); XWorld.Instance().Init(); XMouse.Instance().Init(); XFontDraw.Instance().Init(GraphicsDevice, Content); XRenderManager.Instance().Initialize(GraphicsDevice, mGraphicsDeviceManager, Content); XUI.Instance().Init(); XRootDebugMenu.Instance().Init(); base.Initialize(); XBulletinBoard.Instance().mBroadcaster_ExitGameEvent.Subscribe(mListener_ExitGameEvent); }
public Game1() { mGraphicsDeviceManager = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; mListener_ExitGameEvent = new XListener <ExitGameEvent>(1, eEventQueueFullBehaviour.Ignore, "ExitGame"); XBulletinBoard.CreateInstance(); XFontDraw.CreateInstance(); XRenderManager.CreateInstance(); XTouch.CreateInstance(); XKeyInput.CreateInstance(); XWorld.CreateInstance(); XMouse.CreateInstance(); XUI.CreateInstance(); XRootDebugMenu.CreateInstance(); }