// ////////////////////////////////////////////////////////////////////// public DiabolicalModel(Shapes sharedShapes) { debugShapes = sharedShapes; PreProcessSetup(); }
public DiabolicalManager(MainForm parent, Shapes sharedShapes) { form = parent; debugShapes = sharedShapes; modelAsset = new DiabolicalModel(debugShapes); }
// ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////// // == Setup == // /// <summary> /// Initializes the control. /// </summary> protected override void Initialize() { // Hook the idle event to constantly redraw our animation. Application.Idle += delegate { Invalidate(); }; // Get the same background used by the control in a format usable by the game gameBackColor = new Color(BackColor.R, BackColor.G, BackColor.B); aspectRatio = GraphicsDevice.Viewport.AspectRatio; // Setup the shapes debugShapes = new Shapes(GraphicsDevice); axes = new Axes3D(GraphicsDevice); RasterWireFrame.CullMode = CullMode.CullCounterClockwiseFace; RasterWireFrame.FillMode = FillMode.WireFrame; RasterWireFrame.MultiSampleAntiAlias = true; RasterSolid.CullMode = CullMode.CullCounterClockwiseFace; RasterSolid.FillMode = FillMode.Solid; RasterSolid.MultiSampleAntiAlias = true; // Initialise mouse and keyboard // For the scroll wheel to work the Mouse.WindowHandle must be set to this control Mouse.WindowHandle = Handle; currentKeyboardState = Keyboard.GetState(); previousKeyboardState = currentKeyboardState; currentMouseState = Mouse.GetState(); previousMouseState = currentMouseState; // A few pixel in from the top left // Once the WindowHandlw was set on the mouse this became relative to itself. mouseX = GlobalSettings.mouseZeroX; mouseY = GlobalSettings.mouseZeroY; Mouse.SetPosition(mouseX, mouseY); }