public iOSGamePlatform(Game game) : base(game) { game.Services.AddService(typeof(iOSGamePlatform), this); // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; //This also runs the TitleContainer static constructor, ensuring it is done on the main thread Directory.SetCurrentDirectory(TitleContainer.Location); _applicationObservers = new List <NSObject>(); #if !TVOS UIApplication.SharedApplication.SetStatusBarHidden(true, UIStatusBarAnimation.Fade); #endif // Create a full-screen window _mainWindow = new UIWindow(UIScreen.MainScreen.Bounds); //_mainWindow.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions; game.Services.AddService(typeof(UIWindow), _mainWindow); _viewController = new iOSGameViewController(this); game.Services.AddService(typeof(UIViewController), _viewController); Window = new iOSGameWindow(_viewController); _mainWindow.Add(_viewController.View); _viewController.InterfaceOrientationChanged += ViewController_InterfaceOrientationChanged; //(SJ) Why is this called here when it's not in any other project //Guide.Initialise(game); }
public iOSGamePlatform(Game game) : base(game) { game.Services.AddService(typeof(iOSGamePlatform), this); // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); _applicationObservers = new List <NSObject>(); UIApplication.SharedApplication.SetStatusBarHidden(true, UIStatusBarAnimation.Fade); // Create a full-screen window _mainWindow = new UIWindow(UIScreen.MainScreen.Bounds); //_mainWindow.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions; game.Services.AddService(typeof(UIWindow), _mainWindow); _viewController = new iOSGameViewController(this); game.Services.AddService(typeof(UIViewController), _viewController); Window = new iOSGameWindow(_viewController); _mainWindow.RootViewController = _viewController; _mainWindow.Add(_viewController.View); _viewController.InterfaceOrientationChanged += ViewController_InterfaceOrientationChanged; Guide.Initialise(game); }
public iOSGamePlatform(Game game) : base(game) { game.Services.AddService(typeof(iOSGamePlatform), this); // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; //This also runs the TitleContainer static constructor, ensuring it is done on the main thread Directory.SetCurrentDirectory(TitleContainer.Location); _applicationObservers = new List <NSObject> (); UIApplication.SharedApplication.SetStatusBarHidden(true, UIStatusBarAnimation.Fade); #region Modification 23-06-2014 // Move view controller creation before Window creation // Create our viewcontroller first, it will have a reference to the AspyCores service lib/obj _viewController = new iOSGameViewController(this); game.Services.AddService(typeof(AspyViewController), _viewController); // Create a full-screen window // AspyMod - Not needed as we will already have a window object instanced and ready to rock //_mainWindow = new UIWindow (UIScreen.MainScreen.Bounds); //_mainWindow.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions; //game.Services.AddService (typeof(AspyWindow), _mainWindow); game.Services.AddService(typeof(AspyWindow), _viewController.iOSGlobals.G__MainWindow); Window = new iOSGameWindow(_viewController); //_mainWindow.RootViewController = _viewController; //_mainWindow.Add (_viewController.View); // AspyCore handles orientation?? // During any screen rotations check this if monogame swaps itself. _viewController.InterfaceOrientationChanged += ViewController_InterfaceOrientationChanged; #endregion //(SJ) Why is this called here when it's not in any other project //Guide.Initialise(game); }
public iOSGamePlatform(Game game) : base(game) { game.Services.AddService(typeof(iOSGamePlatform), this); // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); _applicationObservers = new List<NSObject>(); UIApplication.SharedApplication.SetStatusBarHidden(true, UIStatusBarAnimation.Fade); // Create a full-screen window _mainWindow = new UIWindow (UIScreen.MainScreen.Bounds); //_mainWindow.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions; game.Services.AddService (typeof(UIWindow), _mainWindow); _viewController = new iOSGameViewController(this); game.Services.AddService (typeof(UIViewController), _viewController); Window = new iOSGameWindow (_viewController); _mainWindow.RootViewController = _viewController; _mainWindow.Add (_viewController.View); _viewController.InterfaceOrientationChanged += ViewController_InterfaceOrientationChanged; Guide.Initialise(game); }
public iOSGamePlatform(Game game) : base(game) { game.Services.AddService(typeof(iOSGamePlatform), this); // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; //This also runs the TitleContainer static constructor, ensuring it is done on the main thread Directory.SetCurrentDirectory(TitleContainer.Location); _applicationObservers = new List<NSObject>(); UIApplication.SharedApplication.SetStatusBarHidden(true, UIStatusBarAnimation.Fade); // Create a full-screen window _mainWindow = new UIWindow (UIScreen.MainScreen.Bounds); //_mainWindow.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions; game.Services.AddService (typeof(UIWindow), _mainWindow); _viewController = new iOSGameViewController(this); game.Services.AddService (typeof(UIViewController), _viewController); Window = new iOSGameWindow (_viewController); _mainWindow.RootViewController = _viewController; _mainWindow.Add (_viewController.View); _viewController.InterfaceOrientationChanged += ViewController_InterfaceOrientationChanged; //(SJ) Why is this called here when it's not in any other project //Guide.Initialise(game); }