예제 #1
0
        protected override void Initialize()
        {
            // must be initialized. required by Content loading and rendering (will add itself to the Services)
            // note that MonoGame requires this to be initialized in the constructor, while WpfInterop requires it to
            // be called inside Initialize (before base.Initialize())
            graphicsDeviceManager = new WpfGraphicsDeviceService(this);

            // must be called after the WpfGraphicsDeviceService instance was created
            base.Initialize();

            // Create a spritebatch for drawing sprites
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //graphicsDeviceManager.PreferMultiSampling = false;
            //graphicsDeviceManager.ApplyChanges();

            // wpf and keyboard need reference to the host control in order to receive input
            // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control
            keyboard = new WpfKeyboard(this);
            mouse    = new WpfMouse(this);

            spriteFrames = new List <Texture2D>();

            Texture2D tex = new Texture2D(GraphicsDevice, 1, 1);

            tex.SetData(new Color[] { Color.Red });
            texRectangle = new TextureSprite(tex);

            tex = new Texture2D(GraphicsDevice, 1, 1);
            tex.SetData(new Color[] { Color.LightBlue });
            texPixel = new TextureSprite(tex);

            // content loading now possible
        }
예제 #2
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 public WpfKeyboardListener(WpfGame game, WpfKeyboardListenerSettings settings)
 {
     this.RepeatPress  = settings.RepeatPress;
     this.InitialDelay = settings.InitialDelayMilliseconds;
     this.RepeatDelay  = settings.RepeatDelayMilliseconds;
     _keyboard         = new WpfKeyboard(game);
 }
예제 #3
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파일: Game.cs 프로젝트: outrera/SadConsole
        protected override void Initialize()
        {
            SizeChanged += Game_SizeChanged;

            // must be initialized. required by Content loading and rendering (will add itself to the Services)
            _graphicsDeviceManager = new WpfGraphicsDeviceService(this);

            // wpf and keyboard need reference to the host control in order to receive input
            // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control
            _keyboard = new WpfKeyboard(this);
            _mouse    = new WpfMouse(this);

            // must be called after the WpfGraphicsDeviceService instance was created
            base.Initialize();
            // content loading now possible

            Global.GraphicsDevice = GraphicsDevice;
            //Global.GraphicsDeviceManager = GraphicsDeviceManager;
            Global.SpriteBatch = new Microsoft.Xna.Framework.Graphics.SpriteBatch(GraphicsDevice);
            Global.FontDefault = Global.LoadFont("Fonts\\Cheepicus12.font").GetFont(Font.FontSizes.One);


            var con = new SadConsole.Console(10, 10);

            Global.CurrentScreen = con;
            con.FillWithRandomGarbage();
        }
예제 #4
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 public static void Init(MainGame game)
 {
     wpfKey   = new WpfKeyboard(game);
     wpfMouse = new WpfMouse(game)
     {
         CaptureMouseWithin = false
     };
 }
예제 #5
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        public void Update(WpfKeyboard keyboard, WpfMouse mouse)
        {
            PreviousKeyboardState = CurrentKeyboardState;
            CurrentKeyboardState  = keyboard.GetState();
            KeyboardStateExtended = new KeyboardStateExtended(CurrentKeyboardState, PreviousKeyboardState);

            PreviousMouseState = CurrentMouseState;
            CurrentMouseState  = mouse.GetState();
            MouseStateExtended = new MouseStateExtended(CurrentMouseState, PreviousMouseState);
        }
예제 #6
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        public GameViewPort()
        {
            Graphics = new WpfGraphicsDeviceService(this);
            Content.RootDirectory = "Content";
            _keyboard             = new WpfKeyboard(this);
            _mouse = new WpfMouse(this);

            // must be called after the WpfGraphicsDeviceService instance was created
            base.Initialize();
        }
예제 #7
0
파일: Camera.cs 프로젝트: darelc/ACViewer
        public void Init()
        {
            InitParticle();

            CreateProjection();

            Keyboard = GameView.Instance._keyboard;
            Mouse    = GameView.Instance._mouse;

            //SetMouse();
        }
예제 #8
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        protected override void Initialize()
        {
            this._graphicsDeviceManager = new WpfGraphicsDeviceService(this);
            this.SpriteBatch            = new SpriteBatch(this.GraphicsDevice);
            this._keyboard = new WpfKeyboard(this);
            this._mouse    = new WpfMouse(this);

            this.InitializeComponents();
            base.Initialize();
            this._isInitialized = true;
        }
예제 #9
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        public MapRenderComponent(WpfGame game)
            : base(game)
        {
            _keyboard = new WpfKeyboard(game);
            _mouse    = new WpfMouse(game)
            {
                CaptureMouseWithin = false
            };

            _input = new InputModel();
        }
예제 #10
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        protected override void Initialize()
        {
            _graphicsDeviceService = new WpfGraphicsDeviceService(this);
            camera   = new Camera2D(GraphicsDevice);
            keyboard = new WpfKeyboard(this);
            mouse    = new WpfMouse(this);

            base.Initialize();

            Content.RootDirectory = "Content";
            spriteBatch           = new SpriteBatch(GraphicsDevice);
            texture = Content.Load <Texture2D>("10000");
        }
예제 #11
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        protected override void Initialize()
        {
            _deviceSrv = new WpfGraphicsDeviceService(this);
            _mouse     = new WpfMouse(this);
            _keyboard  = new WpfKeyboard(this);

            _sbatch = new SpriteBatch(GraphicsDevice);
            _map    = new MapControl(_sbatch, GraphicsDevice, GraphicsDevice.Viewport.Bounds.ToMapRectangle());

            base.Initialize();

            DisplayInitialized?.Invoke(this);
        }
        protected override void Initialize()
        {
            _disposed = false;
            _graphicsDeviceService = new WpfGraphicsDeviceService(this)
            {
                PreferMultiSampling = true
            };
            Components.Add(new FpsComponent(this));
            Components.Add(new TimingComponent(this));
            _msaaMessage = new TextComponent(this, GetMsaaMessage(), new Vector2(1, 0), HorizontalAlignment.Right);
            Components.Add(_msaaMessage);

            float tilt = MathHelper.ToRadians(0);  // 0 degree angle

            // Use the world matrix to tilt the cube along x and y axes.
            _worldMatrix = Matrix.CreateRotationX(tilt) * Matrix.CreateRotationY(tilt);
            _viewMatrix  = Matrix.CreateLookAt(new Vector3(25, 25, 25), Vector3.Zero, Vector3.Up);

            _basicEffect = new BasicEffect(GraphicsDevice);

            _basicEffect.World = _worldMatrix;
            _basicEffect.View  = _viewMatrix;
            RefreshProjection();

            // primitive color
            _basicEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);
            _basicEffect.DiffuseColor      = new Vector3(1.0f, 1.0f, 1.0f);
            _basicEffect.SpecularColor     = new Vector3(0.25f, 0.25f, 0.25f);
            _basicEffect.SpecularPower     = 5.0f;
            _basicEffect.Alpha             = 1.0f;

            // get a bunch of white cubes
            _basicEffect.LightingEnabled = false;

            _filled = new RasterizerState
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid
            };
            _wireframe = new RasterizerState
            {
                CullMode = CullMode.None,
                FillMode = FillMode.WireFrame
            };

            SetupCube();

            _keyboard = new WpfKeyboard(this);

            base.Initialize();
        }
예제 #13
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파일: Game.cs 프로젝트: MarcStan/renderer
        protected override void Initialize()
        {
            base.Initialize();

            // must be initialized. required by Content loading and rendering (will add itself to the Services)
            _graphicsDeviceManager = new WpfGraphicsDeviceService(this);

            // wpf and keyboard need reference to the host control in order to receive input
            // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control
            _keyboard = new WpfKeyboard(this);
            _mouse    = new WpfMouse(this);

            _terrainScene = new TerrainScene(_graphicsDeviceManager, Content);
        }
        protected override void Initialize()
        {
            // must be initialized. required by Content loading and rendering (will add itself to the Services)
            graphicsDeviceManager = new WpfGraphicsDeviceService(this);

            // wpf and keyboard need reference to the host control in order to receive input
            // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control
            keyboard   = new WpfKeyboard(this);
            mouse      = new WpfMouse(this);
            showGround = false;

            // must be called after the WpfGraphicsDeviceService instance was created
            base.Initialize();

            // content loading now possible
        }
예제 #15
0
        protected override void Initialize()
        {
            // must be initialized. required by Content loading and rendering (will add itself to the Services)
            // note that MonoGame requires this to be initialized in the constructor, while WpfInterop requires it to
            // be called inside Initialize (before base.Initialize())
            _graphicsDeviceManager = new WpfGraphicsDeviceService(this);

            // wpf and keyboard need reference to the host control in order to receive input
            // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control
            _keyboard = new WpfKeyboard(this);
            _mouse    = new WpfMouse(this);

            // must be called after the WpfGraphicsDeviceService instance was created
            base.Initialize();

            // content loading now possible
        }
예제 #16
0
        public void Init()
        {
            var dist = 10.0f;

            Position = new Vector3(dist, dist, 1);
            Dir      = Vector3.Normalize(new Vector3(-dist, -dist, 0));

            Up = Vector3.UnitZ;

            CreateLookAt();
            CreateProjection();

            KeyboardState = new WpfKeyboard(Game);
            MouseState    = new WpfMouse(Game);

            //SetMouse();
        }
        protected override void Initialize()
        {
            new WpfGraphicsDeviceService(this);
            base.Initialize();

            _keyboard = new WpfKeyboard(this);
            _mouse    = new WpfMouse(this);

            // default font is pre-compiled font for Windows (Arial 12, ? as default char)
            // I get away with this because
            // 1) it's just a demo application
            // 2) it can only run on windows/directX anyway (interop for WPF afterall)
            // 3) This means it doesn't require content compiler to be installed on any machine that runs this demo

            _font = Content.Load <SpriteFont>("DefaultFont");

            _spriteBatch = new SpriteBatch(GraphicsDevice);
        }
예제 #18
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        protected override void Initialize()
        {
            TargetElapsedTime = TimeSpan.FromSeconds(1.0f / 60.0f);

            _graphicsDeviceManager = new WpfGraphicsDeviceService(this);

            _basicEffect = new BasicEffect(GraphicsDevice);
            _keyboard    = new WpfKeyboard(this);
            _mouse       = new WpfMouse(this);

            _gameScope = _parentScope.BeginLifetimeScope(gameScopeBuilder =>
            {
                var assembly = Assembly.GetExecutingAssembly();
                gameScopeBuilder.RegisterAssemblyTypes(assembly)
                .As <ISystem>()
                .AsSelf()
                .SingleInstance()
                .PropertiesAutowired(PropertyWiringOptions.AllowCircularDependencies);

                gameScopeBuilder.RegisterType <SystemManager>()
                .AsSelf()
                .SingleInstance()
                .PropertiesAutowired(PropertyWiringOptions.AllowCircularDependencies);

                gameScopeBuilder.RegisterType <InputManager>()
                .AsSelf()
                .SingleInstance()
                .PropertiesAutowired(PropertyWiringOptions.AllowCircularDependencies);

                gameScopeBuilder.RegisterInstance(GraphicsDevice).AsSelf().SingleInstance();
                gameScopeBuilder.RegisterInstance(_basicEffect).AsSelf().SingleInstance();
                gameScopeBuilder.RegisterInstance(_keyboard).AsSelf().SingleInstance();
                gameScopeBuilder.RegisterInstance(_mouse).AsSelf().SingleInstance();
                gameScopeBuilder.RegisterInstance(this).AsSelf().SingleInstance();
            });

            _systemManager = _gameScope.Resolve <SystemManager>();
            _systemManager.Initialize();

            base.Initialize();
        }
예제 #19
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        protected override void Initialize()
        {
            Components.Add(new DebugInfo(this));
            _graphics = new WpfGraphicsDeviceService(this);
            SprBatch  = new SpriteBatch(_graphics.GraphicsDevice);
            _keyboard = new WpfKeyboard(this);
            _mouse    = new WpfMouse(this);
            World     = new Map(_generator);

            _spawners = new List <Spawner>();

            //Win.AddSlider("Scale", 1, 100, 70);
            //Win.AddSlider("Octaves", 1, 8, 4);
            //Win.AddSlider("Persistance", 0.1, 2.0, 0.3);
            //Win.AddSlider("Lacunarity", 1, 10, 3);
            //Win.AddSlider("NoiseHeight", 0, 2, 1);

            Win.AddSlider("UpdatePerFrame", -100, 1000, 1);

            //Reset();
            base.Initialize();
        }
예제 #20
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        protected override void Initialize()
        {
            // must be initialized. required by Content loading and rendering(will add itself to the Services)
            // note that MonoGame requires this to be initialized in the constructor, while WpfInterop requires it to
            // be called inside Initialize (before base.Initialize())
            _graphicsDeviceManager = new WpfGraphicsDeviceService(this)
            {
                DpiScalingFactor = 1, PreferMultiSampling = true
            };

            // wpf and keyboard need reference to the host control in order to receive input
            // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control
            _keyboard = new WpfKeyboard(this);
            _mouse    = new WpfMouse(this);

            // must be called after the WpfGraphicsDeviceService instance was created
            base.Initialize();
            UpdateUniforms(0);
            VertexBuffer = new VertexBuffer(GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, 4, BufferUsage.None);
            IndexBuffer  = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, 6, BufferUsage.None);
            var vertices = new VertexPositionColorTexture[4];

            vertices[0] = new VertexPositionColorTexture(new Vector3(-1, -1, 0), Color.White, new Vector2(0, 1));
            vertices[1] = new VertexPositionColorTexture(new Vector3(1, 1, 0), Color.White, new Vector2(1, 0));
            vertices[2] = new VertexPositionColorTexture(new Vector3(-1, 1, 0), Color.White, new Vector2(0, 0));
            vertices[3] = new VertexPositionColorTexture(new Vector3(1, -1, 0), Color.White, new Vector2(1, 1));
            var indices = new int[] { 0, 2, 1, 0, 3, 1 };

            VertexBuffer.SetData(vertices);
            IndexBuffer.SetData(indices);
            Channel0 = new Channel(Texture2D.FromStream(GraphicsDevice, File.OpenRead("assets/textures/test.png")), TextureType.Texture2D);
            if (CompileShader(out var error))
            {
                var shaderbinary = File.ReadAllBytes($"temp/tempshader.dx11");
                Shader = new Effect(GraphicsDevice, shaderbinary);
                SetUniforms(Shader);
            }
        }
예제 #21
0
        protected override void Initialize()
        {
            // must be initialized. required by Content loading and rendering (will add itself to the Services)
            _graphicsDeviceManager = new WpfGraphicsDeviceService(this);

            // wpf and keyboard need reference to the host control in order to receive input
            // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control
            _keyboard = new WpfKeyboard(this);
            _mouse    = new WpfMouse(this);

            _spriteBatch = new SpriteBatch(GraphicsDevice);

            GameManager.SetupDevice(_graphicsDeviceManager.GraphicsDevice, Content, _spriteBatch);

            _fusionEngineASM = Assembly.LoadFrom("./FusionEngine.dll");
            _entities        = new ConcurrentDictionary <string, Entity>();
            _hasSelected     = false;

            Position.X = 400;
            Position.Y = 200;

            // must be called after the WpfGraphicsDeviceService instance was created
            base.Initialize();
        }
예제 #22
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 public Keyboard(WpfGame game)
 {
     WpfKeyboard = new WpfKeyboard(game);
 }
예제 #23
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 public void Register(EditorGame game)
 {
     _mouse    = new WpfMouse(game);
     _keyboard = new WpfKeyboard(game);
 }
예제 #24
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 public void Update(WpfKeyboard keyboard)
 {
     PreviousKeyboardState = CurrentKeyboardState;
     CurrentKeyboardState  = keyboard.GetState();
     KeyboardStateExtended = new KeyboardStateExtended(CurrentKeyboardState, PreviousKeyboardState);
 }
예제 #25
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 public WpfInputStates(UIElement uiElement)
 {
     _keyboard = new WpfKeyboard(uiElement);
     _mouse    = new WpfMouse(uiElement);
 }
예제 #26
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        protected override void Initialize()
        {
            _disposed = false;
            new WpfGraphicsDeviceService(this);
            Components.Add(new FpsComponent(this));
            Components.Add(new TimingComponent(this));
            Components.Add(new TextComponent(this, "Leftclick anywhere in the game to change background color", new Vector2(1, 0), HorizontalAlignment.Right));

            float tilt = MathHelper.ToRadians(0);  // 0 degree angle

            // Use the world matrix to tilt the cube along x and y axes.
            _worldMatrix = Matrix.CreateRotationX(tilt) * Matrix.CreateRotationY(tilt);
            _viewMatrix  = Matrix.CreateLookAt(new Vector3(5, 5, 5), Vector3.Zero, Vector3.Up);

            _basicEffect = new BasicEffect(GraphicsDevice);

            _basicEffect.World = _worldMatrix;
            _basicEffect.View  = _viewMatrix;
            RefreshProjection();

            // primitive color
            _basicEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);
            _basicEffect.DiffuseColor      = new Vector3(1.0f, 1.0f, 1.0f);
            _basicEffect.SpecularColor     = new Vector3(0.25f, 0.25f, 0.25f);
            _basicEffect.SpecularPower     = 5.0f;
            _basicEffect.Alpha             = 1.0f;

            _basicEffect.LightingEnabled = true;
            if (_basicEffect.LightingEnabled)
            {
                _basicEffect.DirectionalLight0.Enabled = true; // enable each light individually
                if (_basicEffect.DirectionalLight0.Enabled)
                {
                    // x direction
                    _basicEffect.DirectionalLight0.DiffuseColor = new Vector3(1, 0, 0); // range is 0 to 1
                    _basicEffect.DirectionalLight0.Direction    = Vector3.Normalize(new Vector3(-1, 0, 0));
                    // points from the light to the origin of the scene
                    _basicEffect.DirectionalLight0.SpecularColor = Vector3.One;
                }

                _basicEffect.DirectionalLight1.Enabled = true;
                if (_basicEffect.DirectionalLight1.Enabled)
                {
                    // y direction
                    _basicEffect.DirectionalLight1.DiffuseColor  = new Vector3(0, 0.75f, 0);
                    _basicEffect.DirectionalLight1.Direction     = Vector3.Normalize(new Vector3(0, -1, 0));
                    _basicEffect.DirectionalLight1.SpecularColor = Vector3.One;
                }

                _basicEffect.DirectionalLight2.Enabled = true;
                if (_basicEffect.DirectionalLight2.Enabled)
                {
                    // z direction
                    _basicEffect.DirectionalLight2.DiffuseColor  = new Vector3(0, 0, 0.5f);
                    _basicEffect.DirectionalLight2.Direction     = Vector3.Normalize(new Vector3(0, 0, -1));
                    _basicEffect.DirectionalLight2.SpecularColor = Vector3.One;
                }
            }

            _vertexDeclaration = new VertexDeclaration(
                new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
                new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),
                new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)
                );

            Vector3 topLeftFront     = new Vector3(-1.0f, 1.0f, 1.0f);
            Vector3 bottomLeftFront  = new Vector3(-1.0f, -1.0f, 1.0f);
            Vector3 topRightFront    = new Vector3(1.0f, 1.0f, 1.0f);
            Vector3 bottomRightFront = new Vector3(1.0f, -1.0f, 1.0f);
            Vector3 topLeftBack      = new Vector3(-1.0f, 1.0f, -1.0f);
            Vector3 topRightBack     = new Vector3(1.0f, 1.0f, -1.0f);
            Vector3 bottomLeftBack   = new Vector3(-1.0f, -1.0f, -1.0f);
            Vector3 bottomRightBack  = new Vector3(1.0f, -1.0f, -1.0f);

            Vector2 textureTopLeft     = new Vector2(0.0f, 0.0f);
            Vector2 textureTopRight    = new Vector2(1.0f, 0.0f);
            Vector2 textureBottomLeft  = new Vector2(0.0f, 1.0f);
            Vector2 textureBottomRight = new Vector2(1.0f, 1.0f);

            Vector3 frontNormal  = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 backNormal   = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 topNormal    = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 bottomNormal = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 leftNormal   = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal  = new Vector3(1.0f, 0.0f, 0.0f);

            var cubeVertices = new VertexPositionNormalTexture[36];

            // Front face.
            cubeVertices[0] = new VertexPositionNormalTexture(topLeftFront, frontNormal, textureTopLeft);
            cubeVertices[1] = new VertexPositionNormalTexture(bottomLeftFront, frontNormal, textureBottomLeft);
            cubeVertices[2] = new VertexPositionNormalTexture(topRightFront, frontNormal, textureTopRight);
            cubeVertices[3] = new VertexPositionNormalTexture(bottomLeftFront, frontNormal, textureBottomLeft);
            cubeVertices[4] = new VertexPositionNormalTexture(bottomRightFront, frontNormal, textureBottomRight);
            cubeVertices[5] = new VertexPositionNormalTexture(topRightFront, frontNormal, textureTopRight);

            // Back face.
            cubeVertices[6]  = new VertexPositionNormalTexture(topLeftBack, backNormal, textureTopRight);
            cubeVertices[7]  = new VertexPositionNormalTexture(topRightBack, backNormal, textureTopLeft);
            cubeVertices[8]  = new VertexPositionNormalTexture(bottomLeftBack, backNormal, textureBottomRight);
            cubeVertices[9]  = new VertexPositionNormalTexture(bottomLeftBack, backNormal, textureBottomRight);
            cubeVertices[10] = new VertexPositionNormalTexture(topRightBack, backNormal, textureTopLeft);
            cubeVertices[11] = new VertexPositionNormalTexture(bottomRightBack, backNormal, textureBottomLeft);

            // Top face.
            cubeVertices[12] = new VertexPositionNormalTexture(topLeftFront, topNormal, textureBottomLeft);
            cubeVertices[13] = new VertexPositionNormalTexture(topRightBack, topNormal, textureTopRight);
            cubeVertices[14] = new VertexPositionNormalTexture(topLeftBack, topNormal, textureTopLeft);
            cubeVertices[15] = new VertexPositionNormalTexture(topLeftFront, topNormal, textureBottomLeft);
            cubeVertices[16] = new VertexPositionNormalTexture(topRightFront, topNormal, textureBottomRight);
            cubeVertices[17] = new VertexPositionNormalTexture(topRightBack, topNormal, textureTopRight);

            // Bottom face.
            cubeVertices[18] = new VertexPositionNormalTexture(bottomLeftFront, bottomNormal, textureTopLeft);
            cubeVertices[19] = new VertexPositionNormalTexture(bottomLeftBack, bottomNormal, textureBottomLeft);
            cubeVertices[20] = new VertexPositionNormalTexture(bottomRightBack, bottomNormal, textureBottomRight);
            cubeVertices[21] = new VertexPositionNormalTexture(bottomLeftFront, bottomNormal, textureTopLeft);
            cubeVertices[22] = new VertexPositionNormalTexture(bottomRightBack, bottomNormal, textureBottomRight);
            cubeVertices[23] = new VertexPositionNormalTexture(bottomRightFront, bottomNormal, textureTopRight);

            // Left face.
            cubeVertices[24] = new VertexPositionNormalTexture(topLeftFront, leftNormal, textureTopRight);
            cubeVertices[25] = new VertexPositionNormalTexture(bottomLeftBack, leftNormal, textureBottomLeft);
            cubeVertices[26] = new VertexPositionNormalTexture(bottomLeftFront, leftNormal, textureBottomRight);
            cubeVertices[27] = new VertexPositionNormalTexture(topLeftBack, leftNormal, textureTopLeft);
            cubeVertices[28] = new VertexPositionNormalTexture(bottomLeftBack, leftNormal, textureBottomLeft);
            cubeVertices[29] = new VertexPositionNormalTexture(topLeftFront, leftNormal, textureTopRight);

            // Right face.
            cubeVertices[30] = new VertexPositionNormalTexture(topRightFront, rightNormal, textureTopLeft);
            cubeVertices[31] = new VertexPositionNormalTexture(bottomRightFront, rightNormal, textureBottomLeft);
            cubeVertices[32] = new VertexPositionNormalTexture(bottomRightBack, rightNormal, textureBottomRight);
            cubeVertices[33] = new VertexPositionNormalTexture(topRightBack, rightNormal, textureTopRight);
            cubeVertices[34] = new VertexPositionNormalTexture(topRightFront, rightNormal, textureTopLeft);
            cubeVertices[35] = new VertexPositionNormalTexture(bottomRightBack, rightNormal, textureBottomRight);

            _vertexBuffer = new VertexBuffer(GraphicsDevice, _vertexDeclaration, cubeVertices.Length, BufferUsage.None);
            _vertexBuffer.SetData(cubeVertices);

            _keyboard = new WpfKeyboard(this);
            _mouse    = new WpfMouse(this);

            base.Initialize();
        }
예제 #27
0
 public ToolsetInputService(ToolsetGame game)
 {
     _mouse    = new WpfMouse(game);
     _keyboard = new WpfKeyboard(game);
 }
예제 #28
0
 public Keyboard(WpfGame wpfGame)
 {
     _keyboard = new WpfKeyboard(wpfGame);
 }
 public KeyboardComponent(WpfGame game) : base(game)
 {
     _wpfKeyboard = new WpfKeyboard(Game);
     UpdateOrder  = (int)ComponentUpdateOrderEnum.Input;
 }