/// <summary> /// Setup OpenGL and load resources here. /// </summary> /// <param name="e">Not used.</param> protected override void OnLoad(EventArgs e) { GL.ClearColor(System.Drawing.Color.MidnightBlue); Platform.Platform.Init(new Platform.Windows.WindowsPlatform()); Loader.LoaderBase.Init(new Platform.Windows.FileLoader()); //m_Renderer = new Gwen.Renderer.OpenTK.OpenTKGL10(); //m_Renderer = new Gwen.Renderer.OpenTK.OpenTKGL20(); m_Renderer = new Gwen.Renderer.OpenTK.OpenTKGL40(); m_Skin = new Gwen.Skin.TexturedBase(m_Renderer, "DefaultSkin.png", "DefaultSkinDefinition.xml"); m_Skin.DefaultFont = new Font(m_Renderer, "Arial", 11); m_Canvas = new Canvas(m_Skin); m_Input = new Gwen.Renderer.OpenTK.Input.OpenTK(this); m_Input.Initialize(m_Canvas); m_Canvas.SetSize(Width, Height); m_Canvas.ShouldDrawBackground = true; m_Canvas.BackgroundColor = new Color(255, 150, 170, 170); if (Configuration.RunningOnMacOS) { m_Canvas.Scale = 1.5f; } m_UnitTest = new Gwen.UnitTest.UnitTest(m_Canvas); m_Stopwatch.Restart(); m_LastTime = 0; }
// This gets called when the drawing surface is ready protected override void OnLoad(EventArgs e) { base.OnLoad(e); Platform.Platform.Init(new Platform.Android.AndroidPlatform()); Loader.LoaderBase.Init(new Platform.Android.AssetLoader()); m_Renderer = new Gwen.Renderer.Android.OpenTK.OpenTK(false); m_Skin = new Gwen.Skin.TexturedBase(m_Renderer, "DefaultSkin.png", "DefaultSkinDefinition.xml"); m_Skin.DefaultFont = new Font(m_Renderer, "Arial", 11); m_Canvas = new Canvas(m_Skin); m_Input = new Gwen.Renderer.Android.OpenTK.Input.OpenTK(this); m_Input.Initialize(m_Canvas); m_Canvas.SetSize(Width, Height); m_Canvas.ShouldDrawBackground = true; m_Canvas.BackgroundColor = new Color(255, 150, 170, 170); m_UnitTest = new Gwen.UnitTest.UnitTest(m_Canvas); m_Stopwatch.Restart(); m_LastTime = 0; // Run the render loop Run(); }
void SetupGL() { EAGLContext.SetCurrentContext(context); var view = (GLKView)View; Platform.Platform.Init(new Platform.iOS()); m_Renderer = new Gwen.Renderer.iOS.OpenTK.OpenTK(false); m_Skin = new Gwen.Skin.TexturedBase(m_Renderer, "DefaultSkin.png"); m_Skin.DefaultFont = new Font(m_Renderer, "Arial", 13); m_Canvas = new Canvas(m_Skin); m_Canvas.ShouldDrawBackground = true; m_Canvas.BackgroundColor = new Color(255, 150, 170, 170); m_Canvas.Scale = 1.5f; m_UnitTest = new Gwen.UnitTest.UnitTest(m_Canvas); m_Stopwatch.Restart(); m_LastTime = 0; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { Platform.Platform.Init(new Gwen.Platform.MonoGame.MonoGamePlatform()); Loader.LoaderBase.Init(new Gwen.Loader.MonoGame.MonoGameAssetLoader(Content)); m_Renderer = new Gwen.Renderer.MonoGame.MonoGame(GraphicsDevice, Content, Content.Load <Effect>("GwenEffect")); m_Renderer.Resize(m_Graphics.PreferredBackBufferWidth, m_Graphics.PreferredBackBufferHeight); m_Skin = new Gwen.Skin.TexturedBase(m_Renderer, "Skins/DefaultSkin", "Skins/DefaultSkinDefinition"); m_Skin.DefaultFont = new Font(m_Renderer, "Arial", 11); m_Canvas = new Canvas(m_Skin); m_Input = new Gwen.Renderer.MonoGame.Input.MonoGame(this); m_Input.Initialize(m_Canvas); m_Canvas.SetSize(m_Graphics.PreferredBackBufferWidth, m_Graphics.PreferredBackBufferHeight); m_Canvas.ShouldDrawBackground = true; m_Canvas.BackgroundColor = new Color(255, 150, 170, 170); m_UnitTest = new Gwen.UnitTest.UnitTest(m_Canvas); m_Time = 0; }
private void GlForm_Load(object sender, EventArgs e) { glControl.InitializeContexts(); Gl.glClearColor(1f, 0f, 0f, 1f); Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Gl.glOrtho(0, glControl.Width, glControl.Height, 0, -1, 1); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glViewport(0, 0, glControl.Width, glControl.Height); renderer = new Gwen.Renderer.Tao(); skin = new Gwen.Skin.TexturedBase(renderer, "DefaultSkin.png"); canvas = new Canvas(skin); canvas.SetSize(glControl.Width, glControl.Height); canvas.ShouldDrawBackground = true; canvas.BackgroundColor = Color.FromArgb(255, 150, 170, 170); canvas.KeyboardInputEnabled = true; canvas.MouseInputEnabled = true; test = new UnitTest.UnitTest(canvas); stopwatch.Restart(); lastTime = 0; }
// GwenExample() // originally Dispose // { // if (canvas != null) canvas.Dispose(); // if (skin != null) skin.Dispose(); // if (renderer != null) renderer.Dispose(); // } /// <summary> /// Occurs when a key is pressed. /// </summary> /// <param name="sender">The KeyboardDevice which generated this event.</param> /// <param name="e">The key that was pressed.</param> // void Keyboard_KeyDown(object sender, KeyboardKeyEventArgs e) // { // /*if (e.Key == global::OpenTK.Input.Key.Escape) // Exit(); // else if (e.Key == global::OpenTK.Input.Key.AltLeft) // altDown = true; // else if (altDown && e.Key == global::OpenTK.Input.Key.Enter) // if (WindowState == WindowState.Fullscreen) // WindowState = WindowState.Normal; // else // WindowState = WindowState.Fullscreen;*/ // // input.ProcessKeyDown(e); // } // // void Keyboard_KeyUp(object sender, KeyboardKeyEventArgs e) // { // altDown = false; // input.ProcessKeyUp(e); // } // // void Mouse_ButtonDown(object sender, MouseButtonEventArgs args) // { // input.ProcessMouseMessage(args); // } // // void Mouse_ButtonUp(object sender, MouseButtonEventArgs args) // { // input.ProcessMouseMessage(args); // } // // void Mouse_Move(object sender, MouseMoveEventArgs args) // { // input.ProcessMouseMessage(args); // } // // void Mouse_Wheel(object sender, MouseWheelEventArgs args) // { // input.ProcessMouseMessage(args); // } public override void RefreshFromProducers() { if (App.Canvas != null) { test = new Gwen.UnitTest.UnitTest(App.Canvas); } // Keyboard.KeyDown += Keyboard_KeyDown; // Keyboard.KeyUp += Keyboard_KeyUp; // // Mouse.ButtonDown += Mouse_ButtonDown; // Mouse.ButtonUp += Mouse_ButtonUp; // Mouse.Move += Mouse_Move; // Mouse.WheelChanged += Mouse_Wheel; }