public iOSGameViewController (iOSGamePlatform platform) { if (platform == null) throw new ArgumentNullException ("platform"); _platform = platform; SupportedOrientations = DisplayOrientation.Default; }
public iOSGameViewController(iOSGamePlatform platform) { if (platform == null) throw new ArgumentNullException("platform"); _platform = platform; SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight | DisplayOrientation.Portrait | DisplayOrientation.PortraitDown; }
public iOSGameViewController(iOSGamePlatform platform) { if (platform == null) { throw new ArgumentNullException("platform"); } _platform = platform; SupportedOrientations = DisplayOrientation.Default; }
public iOSGameView(iOSGamePlatform platform, RectangleF frame) : base(frame) { if (platform == null) { throw new ArgumentNullException("platform"); } _platform = platform; Initialize(); }
public iOSGameViewController(iOSGamePlatform platform) { if (platform == null) { throw new ArgumentNullException("platform"); } _platform = platform; SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight | DisplayOrientation.Portrait | DisplayOrientation.PortraitDown; }
public iOSGameViewController(iOSGamePlatform platform) { if (platform == null) { throw new ArgumentNullException("platform"); } _platform = platform; #region Modification 30-06-2014 // Unsure if this is needed, but Ill leave it, rotation is TOTALY Nathansways problem, not MonoGames anymore. // MonoGame implements an XNA Enum for orientation called DislplayOrientation // We would prefer to use this // SupportedOrientations = ConvertMeToSupportedOrientations(this.iOSGlobals.G__6_SupportedOrientationMasks); // But it may not be a concern, as AspyCore handles orientation fine under AspyViewController base. SupportedOrientations = DisplayOrientation.Default; // Add Initialize() for AspySettings this.Initialize(); #endregion }
public iOSGameView (iOSGamePlatform platform, CGRect frame) : base(frame) { if (platform == null) throw new ArgumentNullException ("platform"); _platform = platform; Initialize (); }
protected override void Dispose (bool disposing) { base.Dispose (disposing); if (disposing) { if (__renderbuffergraphicsContext != null) { DestroyFramebuffer(); DestroyContext (); } } _glapi=null; _platform=null; _isDisposed = true; }
public iOSGameView (iOSGamePlatform platform, RectangleF frame) : base(frame) { if (platform == null) throw new ArgumentNullException ("platform"); _platform = platform; Initialize (); SyncTouchRecognizers (); }
protected override void Dispose (bool disposing) { _platform=null; base.Dispose (disposing); }