Exemplo n.º 1
0
        /// <summary>
        /// Handles the <see cref="IGameContainer.RenderWindowChanged"/> event.
        /// </summary>
        /// <param name="oldValue">The old value.</param>
        /// <param name="newValue">The new value.</param>
        protected virtual void OnRenderWindowChanged(RenderWindow oldValue, RenderWindow newValue)
        {
            if (newValue == null)
            {
                return;
            }

            newValue.ShowMouseCursor(ShowMouseCursor);
            newValue.EnableVerticalSync(UseVerticalSync);
            newValue.SetActive();
            newValue.Show(true);
        }
Exemplo n.º 2
0
        void RecreateRenderWindow(IntPtr handle)
        {
            if (_rw != null)
            {
                if (!_rw.IsDisposed)
                {
                    _rw.Dispose();
                }

                _rw = null;
            }

            _rw = new RenderWindow(handle);
            _rw.EnableVerticalSync(false);
            _rw.Show(true);

            OnRenderWindowCreated(_rw);
        }
Exemplo n.º 3
0
        private static void Main(string[] args)
        {
            var form = new SettingsDialog();

            Application.EnableVisualStyles();
            Application.Run(form);
            videoMode = VideoMode.DesktopMode;
            RenderWindow window = new RenderWindow(videoMode, "Maze Crap", Styles.Fullscreen);

            window.EnableVerticalSync(Settings.Default.VerticalSync);
            window.ShowMouseCursor(false);
            window.Closed     += (sender, e) => Application.Exit();
            window.KeyPressed += (sender, e) => ((RenderWindow)sender).Close();
            SetUpMaze();
            target = new Image(VideoMode.DesktopMode.Width / 10, VideoMode.DesktopMode.Height / 10)
            {
                Smooth = false
            };
            float accumulator = 0;
            float WaitTime    = 0;
            var   fps         = (float)Settings.Default.Framerate;

            window.Show(true);
            bool hasrun = false;

            while (window.IsOpened())
            {
                accumulator += window.GetFrameTime();
                while (accumulator > fps)
                {
                    if (FinishedGenerating && !Solving)
                    {
                        if (WaitTime < Settings.Default.WaitTime && hasrun)
                        {
                            WaitTime += window.GetFrameTime();
                        }
                        else
                        {
                            WaitTime    = 0;
                            CurrentCell = StartCell * 2;
                            VisitedWalls[CurrentCell.X, CurrentCell.Y] = true;
                            CellStack.Clear();
                            Solving = true;
                            hasrun  = true;
                        }
                        accumulator -= fps;
                        continue;
                    }
                    if (Solving && FinishedSolving)
                    {
                        if (WaitTime < Settings.Default.WaitTime)
                        {
                            WaitTime += window.GetFrameTime();
                        }
                        else
                        {
                            Solving            = false;
                            FinishedGenerating = false;
                            FinishedSolving    = false;
                            SetUpMaze();
                            continue;
                        }
                        continue;
                    }
                    if (Solving && !FinishedSolving)
                    {
                        if (Settings.Default.ShowSolving)
                        {
                            FinishedSolving = !SolveIterate(CellStack, Cells, Walls, StartCell, EndCell);
                        }
                        else
                        {
                            while (SolveIterate(CellStack, Cells, Walls, StartCell, EndCell))
                            {
                                ;
                            }
                            FinishedSolving = true;
                        }
                        accumulator -= fps;
                        continue;
                    }

                    if (Settings.Default.ShowGeneration)
                    {
                        FinishedGenerating = !GenerateIterate(CellStack, Cells, Walls);
                        hasrun             = true;
                    }
                    else
                    {
                        while (GenerateIterate(CellStack, Cells, Walls))
                        {
                            ;
                        }
                        FinishedGenerating = true;
                    }
                    accumulator -= fps;
                    NeedsRedraw  = true;
                }
                Render(window);
                window.Display();
                window.DispatchEvents();
            }
        }