public Game() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); Content = new ContentManager(); IsMouseVisible = false; IsFixedTimeStep = true; TargetElapsedTime = TimeSpan.FromTicks(166667); // 60fps InactiveSleepTime = TimeSpan.FromSeconds(0.02); textInputControlDown = new bool[FNAPlatform.TextInputCharacters.Length]; textInputControlRepeat = new int[FNAPlatform.TextInputCharacters.Length]; hasInitialized = false; suppressDraw = false; isDisposed = false; gameTime = new GameTime(); Window = FNAPlatform.CreateWindow(); Mouse.WindowHandle = Window.Handle; TouchPanel.WindowHandle = Window.Handle; FrameworkDispatcher.Update(); // Ready to run the loop! RunApplication = true; GraphicsDeviceManager.Instance = new GraphicsDeviceManager(this); }
public Game() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); Components = new GameComponentCollection(); Services = new GameServiceContainer(); Content = new ContentManager(Services); updateableComponents = new List <IUpdateable>(); currentlyUpdatingComponents = new List <IUpdateable>(); drawableComponents = new List <IDrawable>(); currentlyDrawingComponents = new List <IDrawable>(); IsMouseVisible = false; IsFixedTimeStep = true; TargetElapsedTime = TimeSpan.FromTicks(166667); // 60fps InactiveSleepTime = TimeSpan.FromSeconds(0.02); hasInitialized = false; suppressDraw = false; isDisposed = false; gameTime = new GameTime(); Window = FNAPlatform.CreateWindow(); Mouse.WindowHandle = Window.Handle; TouchPanel.WindowHandle = Window.Handle; FrameworkDispatcher.Update(); // Ready to run the loop! RunApplication = true; }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += Platform_Activated; Platform.Deactivated += Platform_Deactivated; _services.AddService(typeof(GamePlatform), Platform); }
public Game() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Window = FNAPlatform.CreateWindow(); AudioDevice.Initialize(); // Ready to run the loop! RunApplication = true; }
public Game() { _instance = this; TitleContainer.Initialize(); LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); /* Set the window title * TODO: Get the title from the WindowsPhoneManifest.xml for WP7 projects */ string windowTitle = string.Empty; // When running unit tests this can return null Assembly assembly = Assembly.GetEntryAssembly(); if (assembly != null) { // Use the Title attribute of the Assembly if possible AssemblyTitleAttribute assemblyTitleAtt = (AssemblyTitleAttribute) AssemblyTitleAttribute.GetCustomAttribute( assembly, typeof(AssemblyTitleAttribute) ); if (assemblyTitleAtt != null) { windowTitle = assemblyTitleAtt.Title; } // Otherwise, fallback to the Name of the assembly if (string.IsNullOrEmpty(windowTitle)) { windowTitle = assembly.GetName().Name; } } Window.Title = windowTitle; }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); #if WINDOWS_STOREAPP && !WINDOWS_PHONE81 Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif }
public Game() { Instance = this; AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); AudioDevice.Initialize(); }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); #if WINDOWS_STOREAPP Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif #if MONOMAC || WINDOWS || LINUX // Set the window title. // TODO: Get the title from the WindowsPhoneManifest.xml for WP7 projects. string windowTitle = string.Empty; // When running unit tests this can return null. var assembly = Assembly.GetEntryAssembly(); if (assembly != null) { //Use the Title attribute of the Assembly if possible. var assemblyTitleAtt = ((AssemblyTitleAttribute)AssemblyTitleAttribute.GetCustomAttribute(assembly, typeof(AssemblyTitleAttribute))); if (assemblyTitleAtt != null) { windowTitle = assemblyTitleAtt.Title; } // Otherwise, fallback to the Name of the assembly. if (string.IsNullOrEmpty(windowTitle)) { windowTitle = assembly.GetName().Name; } } Window.Title = windowTitle; #endif }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.PlatformCreate(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); // Calling Update() for first time initializes some systems FrameworkDispatcher.Update(); // Allow some optional per-platform construction to occur too. PlatformConstruct(); }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.PlatformCreate(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); // Calling Update() for first time initializes some systems FrameworkDispatcher.Update(); #if WINDOWS_STOREAPP && !WINDOWS_PHONE81 Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif }
static FNAPlatform() { /* I suspect you may have an urge to put an #if in here for new * FNAPlatform implementations. * * DON'T. * * Determine this at runtime, or load dynamically. * No amount of whining will get me to budge on this. * -flibit */ // Environment.GetEnvironmentVariable("FNA_PLATFORM_BACKEND"); // Built-in command line arguments LaunchParameters args = new LaunchParameters(); string arg; if (args.TryGetValue("enablehighdpi", out arg) && arg == "1") { Environment.SetEnvironmentVariable( "FNA_GRAPHICS_ENABLE_HIGHDPI", "1" ); } if (args.TryGetValue("gldevice", out arg)) { Environment.SetEnvironmentVariable( "FNA3D_FORCE_DRIVER", arg ); } if (args.TryGetValue("disablelateswaptear", out arg) && arg == "1") { Environment.SetEnvironmentVariable( "FNA3D_DISABLE_LATESWAPTEAR", "1" ); } if (args.TryGetValue("mojoshaderprofile", out arg)) { Environment.SetEnvironmentVariable( "FNA3D_MOJOSHADER_PROFILE", arg ); } if (args.TryGetValue("backbufferscalenearest", out arg) && arg == "1") { Environment.SetEnvironmentVariable( "FNA3D_BACKBUFFER_SCALE_NEAREST", "1" ); } if (args.TryGetValue("usescancodes", out arg) && arg == "1") { Environment.SetEnvironmentVariable( "FNA_KEYBOARD_USE_SCANCODES", "1" ); } CreateWindow = SDL2_FNAPlatform.CreateWindow; DisposeWindow = SDL2_FNAPlatform.DisposeWindow; ApplyWindowChanges = SDL2_FNAPlatform.ApplyWindowChanges; GetWindowBounds = SDL2_FNAPlatform.GetWindowBounds; GetWindowResizable = SDL2_FNAPlatform.GetWindowResizable; SetWindowResizable = SDL2_FNAPlatform.SetWindowResizable; GetWindowBorderless = SDL2_FNAPlatform.GetWindowBorderless; SetWindowBorderless = SDL2_FNAPlatform.SetWindowBorderless; SetWindowTitle = SDL2_FNAPlatform.SetWindowTitle; RegisterGame = SDL2_FNAPlatform.RegisterGame; UnregisterGame = SDL2_FNAPlatform.UnregisterGame; PollEvents = SDL2_FNAPlatform.PollEvents; GetGraphicsAdapters = SDL2_FNAPlatform.GetGraphicsAdapters; GetCurrentDisplayMode = SDL2_FNAPlatform.GetCurrentDisplayMode; GetKeyFromScancode = SDL2_FNAPlatform.GetKeyFromScancode; StartTextInput = SDL2.SDL.SDL_StartTextInput; StopTextInput = SDL2.SDL.SDL_StopTextInput; SetTextInputRectangle = SDL2_FNAPlatform.SetTextInputRectangle; GetMouseState = SDL2_FNAPlatform.GetMouseState; SetMousePosition = SDL2.SDL.SDL_WarpMouseInWindow; OnIsMouseVisibleChanged = SDL2_FNAPlatform.OnIsMouseVisibleChanged; GetRelativeMouseMode = SDL2_FNAPlatform.GetRelativeMouseMode; SetRelativeMouseMode = SDL2_FNAPlatform.SetRelativeMouseMode; GetGamePadCapabilities = SDL2_FNAPlatform.GetGamePadCapabilities; GetGamePadState = SDL2_FNAPlatform.GetGamePadState; SetGamePadVibration = SDL2_FNAPlatform.SetGamePadVibration; GetGamePadGUID = SDL2_FNAPlatform.GetGamePadGUID; SetGamePadLightBar = SDL2_FNAPlatform.SetGamePadLightBar; GetStorageRoot = SDL2_FNAPlatform.GetStorageRoot; GetDriveInfo = SDL2_FNAPlatform.GetDriveInfo; ShowRuntimeError = SDL2_FNAPlatform.ShowRuntimeError; GetMicrophones = SDL2_FNAPlatform.GetMicrophones; GetMicrophoneSamples = SDL2_FNAPlatform.GetMicrophoneSamples; GetMicrophoneQueuedBytes = SDL2_FNAPlatform.GetMicrophoneQueuedBytes; StartMicrophone = SDL2_FNAPlatform.StartMicrophone; StopMicrophone = SDL2_FNAPlatform.StopMicrophone; GetTouchCapabilities = SDL2_FNAPlatform.GetTouchCapabilities; UpdateTouchPanelState = SDL2_FNAPlatform.UpdateTouchPanelState; GetNumTouchFingers = SDL2_FNAPlatform.GetNumTouchFingers; SupportsOrientationChanges = SDL2_FNAPlatform.SupportsOrientationChanges; NeedsPlatformMainLoop = SDL2_FNAPlatform.NeedsPlatformMainLoop; RunPlatformMainLoop = SDL2_FNAPlatform.RunPlatformMainLoop; FNALoggerEXT.Initialize(); AppDomain.CurrentDomain.ProcessExit += SDL2_FNAPlatform.ProgramExit; TitleLocation = SDL2_FNAPlatform.ProgramInit(args); }