/// <summary> /// Initializes a new instance of the <see cref="InputManager"/> class. /// </summary> /// <param name="parentGame">The parent game.</param> public InputManager(BaseGame parentGame) : base(parentGame) { this.inputState = new InputState(); this.globalInputBindingSet = new InputBindingSet(); this.childInputBindingSets = new ThrottledCollection <List <InputBindingSet>, InputBindingSet>(new List <InputBindingSet>()); this.childInputBindingSets.Add(globalInputBindingSet); }
/// <summary> /// Initializes a new instance of the <see cref="DeferredRenderSystem"/> class. /// </summary> /// <param name="parentGame">The <see cref="BaseGame"/> instance that is instantiating this renderer.</param> /// <param name="gameWorld">The <see cref="World"/> instance that contains the scene to be rendered.</param> /// <param name="gameCamera">The <see cref="Camera"/> instance that describes the perspective from which to render.</param> internal DeferredRenderSystem(BaseGame parentGame, World gameWorld, Camera gameCamera) : base(parentGame) { this.gameWorld = gameWorld; this.gameCamera = gameCamera; this.postProcessingEffects = new ThrottledCollection <SortedSet <IPostProcess>, IPostProcess>(new SortedSet <IPostProcess>()); this.simulatedPostProcessEffects = new ThrottledCollection <QuadTree <SimulatedPostProcess, List <SimulatedPostProcess> >, SimulatedPostProcess>(new QuadTree <SimulatedPostProcess, List <SimulatedPostProcess> >(this.gameWorld.Bounds, 4)); this.mergeRenderTargets = new MergeTargetsShader(); this.disablePostProcesses = false; this.parentGame = parentGame; }
/// <summary> /// Initializes a new instance of the <see cref="World"/> class. /// </summary> /// <param name="parentGame">The Game in which the instance lives.</param> /// <param name="worldPerPixelRatio">The number of world units for each pixel.</param> /// <param name="gravity">The gravity that will be applied to world objects.</param> /// <param name="bounds">The world's bounds.</param> internal World(BaseGame parentGame, RectangleF bounds, float worldPerPixelRatio, Vector2 gravity) : base(parentGame) { this.Bounds = bounds; this.worldSpriteObjects = new ThrottledCollection <QuadTree <SpriteBase, List <SpriteBase> >, SpriteBase>(new QuadTree <SpriteBase, List <SpriteBase> >(bounds, 4)); this.worldSimObjects = new ThrottledCollection <SortedSet <SimBase>, SimBase>(new SortedSet <SimBase>()); this.screenDrawableComponents = new ThrottledCollection <SortedSet <ScreenDrawableComponent>, ScreenDrawableComponent>(new SortedSet <ScreenDrawableComponent>()); this.physicsWorld = new FarseerPhysics.Dynamics.World(gravity); this.worldPerPixelRatio = worldPerPixelRatio; this.parentGame = parentGame; }
/// <summary> /// Initializes a new instance of the <see cref="InputBindingSet"/> class. /// </summary> public InputBindingSet() { this.inputBindings = new ThrottledCollection <List <ConditionalInputBinding>, ConditionalInputBinding>(new List <ConditionalInputBinding>()); }