public SimpleNotification(string header, string text, WindowConfig marking, int timeout, int animDuration) : base(timeout, animDuration) { Header = header; Text = text; InitComponents(marking); }
public override void BeginInit() { if (!InitChecked) { Name = GetType().Name; var hasConfig = WindowSettings.Windows.Any(c => { return(c.Name == Name); }); if (!hasConfig) { Config = new WindowConfig(Name); WindowSettings.Windows.Add(Config); } else { Config = GetConfig(); } LoadConfig(); if (DebugStartUp && !IsInitialized) { Debug.WriteLine(Name + " initializing"); } } base.BeginInit(); }
public static void PopToOpenWindowStack(string winName) { if (Instance._curOpenWindow == winName) { return; } var win = Instance._openWindowStack.Find((a) => { return(a.winname == winName); }); if (win == null) { return; } WindowConfig winCfg = null; if (Instance._windowCache.ContainsKey(winName)) { winCfg = Instance._windowCache[winName].ConfigData; } else { winCfg = DataManager.Instance.windowConfigDatas.GetUnit(winName); } if (winCfg != null && !winCfg.IsHover) { OpenWindow("EmptyWindow"); bool find = UpdateOpenList(winName); Instance._openWindowStack.Add(win); } }
/// <summary> /// Loads the window configuration from the file. /// </summary> private void Load() { // Check, the storage file exists already. bool fileDoesnotExist; var fullPath = FileUtil.GetWindowConfigFileName(out fileDoesnotExist); if (fileDoesnotExist) { WindowConfig = new WindowConfig { Version = "1.0" }; Save(); } // Create serializer. var serializer = new DataContractSerializer(typeof(WindowConfig)); // Create reader. using (var streamReader = new StreamReader(fullPath)) { using (var xmlReader = XmlReader.Create(streamReader)) { // Deserialize. WindowConfig = (WindowConfig)serializer.ReadObject(xmlReader); } } }
public void OpenWindow(UIWindows windowType, WindowConfig config = null) { if (!IsWindowExists(windowType)) { Debug.Log($" # -UI- # Window not defined for window type: `{windowType}`"); return; } if (IsWindowOpened(windowType)) { Debug.Log($" # -UI- # Window `{windowType}` already opened!"); return; } var newWindow = uiWindows[windowType]; if (newWindow.CloseOthers) { CloseAllWindows(); } if (config != null) { newWindow.SetConfig(config); } newWindow.Open(); newWindow.transform.SetAsLastSibling(); currentWindows.Add(newWindow); }
protected override void OnPreInit(EventArgs e) { base.OnPreInit(e); _viewPort = new Viewport(); _grid = new GridPanelEx(); _grid.ItemType = typeof(UserManagerModel); _grid.ReadData += _grid_ReadData; _grid.Delete += _grid_Delete; _grid.EnableAdd = EnableAddUser; _grid.EnableEdit = EnableEditUser; _grid.EnableRemove = EnableRemoveUser; _grid.Region = Region.Center; _grid.ID = "gridUsers"; _grid.EditorConfig = new GridPanelEditorConfig(); var _addWindowConfig = new WindowConfig(); _addWindowConfig.Height = 400; _addWindowConfig.Width = 800; _addWindowConfig.Url = AddUrl; _addWindowConfig.Title = "添加用户"; _grid.EditorConfig.AddWindow = _addWindowConfig; var _editWindowConfig = new WindowConfig(); _editWindowConfig.Height = 400; _editWindowConfig.Width = 800; _editWindowConfig.Url = EditUrl; _editWindowConfig.Title = "编辑用户"; _editWindowConfig.ExtraParams.Add(new Parameter("id", "record.data.Id", ParameterMode.Raw)); _grid.EditorConfig.EditWindow = _editWindowConfig; _viewPort.Add(_grid); _viewPort.Layout = "border"; Controls.Add(_viewPort); }
public override void SetConfig(WindowConfig config) { base.SetConfig(config); var windowConfig = (ItemReceivedWindowConfig)config; currentItem = windowConfig.Item; }
protected override void OnDockWindowSaving(DockWindow window, DockPageSavingEventArgs e) { //TODO: make BaseWindowConfig, use fabric method for WindowConfig creation and move this logic to base class. if (window is DocumentWindow docWindow) { WindowConfig.FromDocumentWindow(docWindow).Save(e.XmlWriter); } //window.OnSaving( e.XmlWriter ); }
/// <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() { base.Initialize(); WindowConfig winConfig = new WindowConfig(); winConfig.ConfigureMainWindow(this); Universal.Default.GameHasRunBefore = true; }
// CONSTRUCTORS public MainForm() { InitializeComponent(); amount = 4; // drawing initialize animation = new DrawBase[amount]; animation[0] = new HeartBeat(window1.GraphicPanel.Width, window1.GraphicPanel.Height); animation[1] = new PurpleRain(window2.GraphicPanel.Width, window2.GraphicPanel.Height); animation[2] = new Radar(window3.GraphicPanel.Width, window3.GraphicPanel.Height); animation[3] = new Shuffle(window4.GraphicPanel.Width, window4.GraphicPanel.Height); // configuration initialize windowConfiguration = new WindowConfig[amount]; windowConfiguration[0] = new WindowConfig() { Drawing = animation[0], Window = window1, Delay = 10 }; windowConfiguration[1] = new WindowConfig() { Drawing = animation[1], Window = window2, Delay = 100 }; windowConfiguration[2] = new WindowConfig() { Drawing = animation[2], Window = window3, Delay = 25 }; windowConfiguration[3] = new WindowConfig() { Drawing = animation[3], Window = window4, Delay = 250 }; // create threads threads = new Thread[amount]; for (int i = 0; i < amount; ++i) { threads[i] = new Thread(RunWindow); threads[i].Start(windowConfiguration[i]); } // sign up for events int index = 0; foreach (Window window in scaleTbl.Controls.OfType <Window>()) { int localIndex = index; // resizing window.PanelResized += animation[localIndex].PanelSizeChange; // painting window.PanelPaint += (o, e) => e.Graphics.DrawImage(animation[localIndex].Show(), 0, 0); // threads controling window.SuspendButtonClick += (o, e) => threads[localIndex].Suspend(); window.ResumeButtonClick += (o, e) => threads[localIndex].Resume(); ++index; } }
/// <summary> /// 获取数据表行。 /// </summary> /// <param name="id">数据表行的编号。</param> /// <returns>数据表行。</returns> public WindowConfig GetConfig(int id) { WindowConfig config = null; if (m_ConfigDic.TryGetValue(id, out config)) { return(config); } return(null); }
public WindowConfig GetInfo() { WindowConfig info = new WindowConfig(); info.WinPos_X = (int)(this.Left); info.WinPos_Y = (int)(this.Top); info.Win_Height = (int)this.Height; info.Win_Width = (int)this.Width; info.WindowState = this.WindowState; return(info); }
/// <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() { // TODO: Add your initialization logic here base.Initialize(); WindowConfig winConfig = new WindowConfig(); winConfig.ConfigureMainWindow(this); Universal.Default.GameHasRunBefore = true; }
public MainWindow() { ConsoleLogger.Init(); AppDomain.CurrentDomain.ProcessExit += new EventHandler(OnProcessExit); window = this; InitializeComponent(); WindowConfig.Init(); //the timer is used to let the window initialize first, then move the screen DispatcherTimer timer = new DispatcherTimer(); timer.Interval = TimeSpan.FromMilliseconds(100); timer.Start(); timer.Tick += new EventHandler(delegate(object s, EventArgs a) { if (WindowConfig.IsAutoRestart == 1) { this.Height = WindowConfig.WindowHeight; this.Width = WindowConfig.WindowWidth; this.Top = WindowConfig.WindowTop; this.Left = WindowConfig.WindowLeft; this.WindowState = WindowConfig.WindowState; } //reset the window config WindowConfig.IsAutoRestart = 0; WindowConfig.Save(); timer.Stop(); }); DataContext = new MainWindowViewModel(); //set the default selection to 1 leftControlBar.SelectedIndex = 0; Modality.AddDefault(); RP.AddDefault(); Doctor.AddDefault(); Room.AddDefault(); //Start the timer, restart the program automatically every day WindowAutoRestart.Init(); InjectionsManager.Init(); NetworkManager.Init(this, WindowConfig.IsAutoRestart == 1, WindowConfig.IsServer == 1); }
public void SetUp() { _windowConfig = new WindowConfig { Height = 600, Width = 800, Left = 0, Top = 0, StartupLocation = WindowStartupLocation.CenterScreen, State = WindowState.Maximized }; }
public void WindowConfigTest() { WindowConfig windowConfig = null; Assert.DoesNotThrow(delegate { windowConfig = new WindowConfig(); }); Assert.AreEqual(windowConfig.State, WindowState.Normal); Assert.AreEqual(windowConfig.StartupLocation, WindowStartupLocation.CenterScreen); }
private void InitializeSplashScreens() { WindowConfig winConfig = new WindowConfig(); winConfig.ConfigureMainWindow(this); SplashScreens = new List <LogoScreen>() { new LogoScreen(TextureLoader.LogoMonoGame, 5F), new LogoScreen(TextureLoader.LogoFMOD, 5F, "\"FMOD\" and \"FMOD Studio\" are licensed by \"Firelight Technologies Pty Ltd\"") }; }
/// <summary> /// Initializes a new instance of the <see cref="RootVisual"/> class. /// </summary> /// <param name="windowConfig">The window configuration.</param> public RootVisual(WindowConfig windowConfig) { _windowConfig = windowConfig; HorizontalAlignment = HorizontalAlignment.Stretch; HorizontalContentAlignment = HorizontalAlignment.Stretch; VerticalAlignment = VerticalAlignment.Stretch; VerticalContentAlignment = VerticalAlignment.Stretch; SetLayout(); Closing += OnClosing; }
/// <summary> /// Инициализирует контроллер /// </summary> /// <param name="useSimpleNoti">true, для использования и настройки <see cref="D35YNC.Notifications.SimpleNotification"/></param> /// <param name="customConfig">Кастомные настройки</param> public NotificationsController(bool useSimpleNoti, WindowConfig customConfig = null) { _Notifications = new List <Notification>(); if (useSimpleNoti) { Config = customConfig ?? new WindowConfig(); _CanUseConfig = true; } else { _CanUseConfig = false; } }
internal void LoadConfig() { if (Config == null) { Config = new WindowConfig(); Config.Width = 250; Config.Height = 200; Config.Opacity = 1; Config.Top = 50; Config.Left = 50; Config.FontSize = 16; return; } if (Config.Width.Equals(0) && Config.Height.Equals(0)) { double scHeight = SystemParameters.PrimaryScreenHeight; double scWidth = SystemParameters.PrimaryScreenWidth; double newWidth = scWidth / 1.5; double newHeight = newWidth / 1.7; Config.Width = newWidth; Config.Height = newHeight; Config.Left = (scWidth - newWidth) / 2; Config.Top = (scHeight - newHeight) / 2; } if (DisableSavedWindowState) { return; } Config.FontSize = Config.FontSize == 0 ? 16 : Config.FontSize; Config.Opacity = Config.Opacity == 0 ? 1 : Config.Opacity; FixNan(this); if (DebugStartUp) { Debug.WriteLine("Loading " + Name); } Height = Config.Height; Width = Config.Width; Top = Config.Top; Left = Config.Left; if (Config.WindowState == WindowState.Minimized) { Config.WindowState = WindowState.Normal; } WindowState = Config.WindowState; Opacity = Config.Opacity; FontSize = Config.FontSize; }
public CharlieWindow(int width, int height, Action <Window, Renderer2D> onDraw) { _onDrawAction = onDraw; Panel = new Panel(); Panel.Width = width; Panel.Height = height; Panel.Dock = DockStyle.Fill; Panel.BackColor = System.Drawing.Color.Black; Panel.Location = new System.Drawing.Point(0, 0); Panel.Click += (object o, EventArgs e) => { Panel.Parent.Select(); }; var screenDimensions = Screen.FromControl(Panel).Bounds; WindowConfig config = new WindowConfig(screenDimensions.Width, screenDimensions.Height, "", WindowFlags.Borderless | WindowFlags.PositionOrigin); NativeWindow = new Window(config); NativeWindow.SetClearColor(0.1f, 0.2f, 0.3f, 1.0f); Timer timer = new Timer(); timer.Interval = 1000 / 120; _renderer = new Renderer2D(); _renderer.Initalize(Matrix4.Orthographic(screenDimensions.Width, 0, 0, screenDimensions.Height, 1, -1)); Font font = new Font("Assets/WendyOne-Regular.ttf", 38); timer.Tick += (object o, EventArgs e) => { NativeWindow.PollEvents(); NativeWindow.Clear(); _renderer.Begin(); _onDrawAction(NativeWindow, _renderer); _renderer.End(); _renderer.Present(); NativeWindow.SwapBuffers(); }; Panel.Disposed += (object o, EventArgs e) => { _renderer.Dispose(); }; timer.Start(); Win32.SetWindowPos(NativeWindow.GetHWND(), IntPtr.Zero, 0, 0, 0, 0, Win32.SWP_NOSIZE); Win32.SetParent(NativeWindow.GetHWND(), Panel.Handle); Win32.SetWindowLong(NativeWindow.GetHWND(), Win32.GWL_STYLE, (uint)Win32.WS_CHILD); }
internal ProfileConfig(string profilesFolder) { profileChanged = new DefaultPublicEvent(); loader = new SettingsLoader(profilesFolder); profileName = null; settings = new SynchronizedSettings("Profile"); userSettings = new SettingsFragment(settings, "UserSettings"); maxJournalLen = new SettingInt32Entry(settings, 500, "MaxJournalLen", "Config"); overrideSpeechColor = new SettingBoolEntry(settings, false, "OverrideSpeechColor", "Config"); colors = new ColorsConfig(settings); window = new WindowConfig(settings); fpsLimit = new SettingInt32Entry(settings, 0, "fps", "Config", "FpsLimiter"); }
protected override void OnDockWindowLoading(DockWindow window, DockPageLoadingEventArgs e) { if (window == null) { var config = new WindowConfig(); config.Load(e.XmlReader); window = EditorAPI.CreateWindowImpl(WorkspaceWindow.Document, config.ObjectPath, config.OpenAsSettings); AddDockWindowInternal(window, false, e.Page); } else { //window already created } //window.OnLoading( e.XmlReader ); }
internal ProfileConfig(string profilesFolder) { profileChanged = new DefaultPublicEvent(); loader = new SettingsLoader(profilesFolder); profileName = null; settings = new SynchronizedSettings("Profile"); userSettings = new SettingsFragment(settings, "UserSettings"); maxJournalLen = new SettingInt32Entry(settings, 500, "MaxJournalLen", "Config"); overrideSpeechColor = new SettingBoolEntry(settings, false, "OverrideSpeechColor", "Config"); colors = new ColorsConfig(settings); window = new WindowConfig(settings); fpsLimit = new SettingInt32Entry(settings, 0, "fps", "Config", "FpsLimiter"); }
private string BuildCommandLine(string nodeId) { string cmd = ""; if (exeListBox.SelectedIndex >= 0) { cmd += exeListBox.Items[exeListBox.SelectedIndex].ToString(); } cmd += " uvr_node=" + nodeId; if (configListBox.SelectedIndex >= 0) { cmd += " uvr_cfg=" + configListBox.Items[configListBox.SelectedIndex].ToString(); } if (windowedCheckBox.Checked) { cmd += " -windowed"; } if (resXCheckBox.Checked) { cmd += " -resX=" + resXTextBox.Text; } if (resYCheckBox.Checked) { cmd += " -resY=" + resYTextBox.Text; } if (wcUseCheckBox.Checked) { if (wcDict.ContainsKey(nodeId)) { WindowConfig wc = wcDict[nodeId]; cmd += " WinX=" + wc.left.ToString() + " WinY=" + wc.top.ToString(); } } if (debugCheckBox.Checked) { cmd += " -uvr_dev_debug"; } if (oglCheckBox.Checked) { cmd += " -opengl3"; } cmd += " -uvr_cluster -nosplash -nowrite uvr_camera=camera_dynamic"; return(cmd); }
static void Main() { // This creates a list for the game engine to have access to the custom scenes List <string> SceneList = new List <string>(); // Alternatly you could ignore the config file and manualy type these in to pass to SceneManager WindowConfig config = new WindowConfig(); // Loops through all scenes specified in the config for (int i = 0; i < config.Scenes.Length; i++) { Type type = Type.GetType("Game_Demo." + config.Scenes[i]); SceneList.Add(type.AssemblyQualifiedName); } // Initlises your game with all your specified scenes using (var game = new SceneManager(SceneList.ToArray())) game.Run(); }
public static void Init() { ItemConfig.Init(); TestConfig.Init(); WindowConfig.Init(); EffectConfig.Init(); EquipConfig.Init(); IconConfig.Init(); LanguageConfig.Init(); WorldBossConfig.Init(); NpcConfig.Init(); MapConfig.Init(); DungeonConfig.Init(); DamageNumConfig.Init(); SkillConfig.Init(); MobAssetConfig.Init(); //初始化结束 }
public SceneManager(string[] pNamespace) : base(width, height, new OpenTK.Graphics.GraphicsMode(new OpenTK.Graphics.ColorFormat(8, 8, 8, 8), 16)) { config = new WindowConfig(); Namespace = pNamespace; //mainAssembly = pAssembly; base.Width = config.Width; base.Height = config.Height; CursorVisible = false; lockMouse = true; // Iniitlise managers systemManager = new SystemManager(); entityManager = new EntityManager(); // Set up main camera camera = new Camera(config.Width, config.Height); // Setup audio listener ListenerPos = camera.Position; ListenerDir = camera.View.ExtractTranslation(); ListenerUp = Vector3.UnitY; }
/// <summary> /// 打开界面 /// </summary> /// <param name="windowEnum"></param> /// <param name="userData"></param> public void OpenWindow(WindowEnum windowEnum, object userData = null) { WindowConfig config = WindowConfigList.Instance.GetConfig((int)windowEnum); WindowGroupComponent windowGroupComponent = m_WindowGroupComponents[config.WindowGroup]; if (config.Singleton) { WindowBaseView windowBase = GetWindow(windowEnum); if (windowBase != null) { return; } } windowModel.AddOpenWindowData(windowEnum, userData); string assetPath = AssetPathUtil.GetWindowAssetPath(config.AssetName); Addressables.InstantiateAsync(assetPath, windowGroupComponent.transform, false).Completed += (aoh) => { Debug.LogWarning("111"); WindowBaseView baseWindow = aoh.Result.GetOrAddComponent <WindowBaseView>(); baseWindow.config = config; if (config.PauseCovered) { LinkedList <WindowBaseView> allWindows = windowGroupComponent.GetAllWindows(); foreach (WindowBaseView window in allWindows) { if (window.isActiveAndEnabled) { window.gameObject.SetActive(false); } } } windowGroupComponent.AddWindow(baseWindow); MobiusMediator mobiusMediator = aoh.Result.GetComponent <MobiusMediator>(); mobiusMediator.windowEnum = windowEnum; Debug.LogWarning("222"); }; }
static void Main(string[] args) { string Version = "1.0.5"; // This creates a list for the game engine to have access to the custom scenes List <string> SceneList = new List <string>(); // Alternatly you could ignore the config file and manualy type these in to pass to SceneManager WindowConfig config = new WindowConfig(); // Loops through all scenes specified in the config for (int i = 0; i < config.Scenes.Length; i++) { Type type = Type.GetType("Gorillas3D.Scenes." + config.Scenes[i]); SceneList.Add(type.AssemblyQualifiedName); } // Output version Console.WriteLine("Gorillas 3D by DH -> Version: " + Version); // Initlises your game with all your specified scenes using (var game = new SceneManager(SceneList.ToArray())) game.Run(); }
public WindowSpacer(Account acc) { InitializeComponent(); lb_charname.Content = acc.Nickname; if (acc.Settings.Icon != null) { img_icon.Source = acc.Settings.Icon.Image; } WindowConfig winconfig = acc.Settings.WinConfig; Left = winconfig.WinPos_X; Top = winconfig.WinPos_Y; Width = winconfig.Win_Width; Height = winconfig.Win_Height; }
public override void RenderView(System.Web.Mvc.ViewContext viewContext, System.IO.TextWriter writer) { writer.Write("<!DOCTYPE html>"); writer.Write("<head>"); writer.Write("<title>后台管理中心 - " + AppConfig.WebTitle + "</title>"); writer.Write("</head><body></body>"); writer.Write(Html.X().ResourceManager().ToHtmlString()); var _viewPort = new Viewport(); var _grid = new Xinchen.ExtNetBase.Mvc.GridPanelEx(); _grid.ItemType = typeof(UserManagerModel); _grid.ReadUrl = Url.Action("GetAccounts"); //_grid.ReadData += _grid_ReadData; //_grid.Delete += _grid_Delete; //_grid.EnableAdd = EnableAddUser; //_grid.EnableEdit = EnableEditUser; //_grid.EnableRemove = EnableRemoveUser; _grid.Region = Region.Center; _grid.ID = "gridUsers"; _grid.EditorConfig = new GridPanelEditorConfig(); var _addWindowConfig = new WindowConfig(); _addWindowConfig.Height = 400; _addWindowConfig.Width = 800; _addWindowConfig.Url = Url.Action("AddAccount"); _addWindowConfig.Title = "添加用户"; _grid.EditorConfig.AddWindow = _addWindowConfig; var _editWindowConfig = new WindowConfig(); _editWindowConfig.Height = 400; _editWindowConfig.Width = 800; _editWindowConfig.Url = Url.Action("UpdateAccount") + "?id=@id"; _editWindowConfig.Title = "编辑用户"; _editWindowConfig.ExtraParams.Add(new Parameter("id", "record.data.Id", ParameterMode.Raw)); _grid.EditorConfig.EditWindow = _editWindowConfig; _viewPort.Add(_grid); _viewPort.Layout = "border"; writer.Write(_viewPort.ToBuilder().ToHtmlString()); }