/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); appCallbacks = new AppCallbacks(false); appCallbacks.RenderingStarted += RemoveSplashScreen; appCallbacks.Initialized += appCallbacks_Initialized; }
public App() { m_AppCallbacks = new AppCallbacks(); // Allow clients of this class to append their own callbacks. AddAppCallbacks(m_AppCallbacks); }
public App() { SetupOrientation(); m_AppCallbacks = new AppCallbacks(); // Allow clients of this class to append their own callbacks. AddAppCallbacks(m_AppCallbacks); }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); this.Suspending += OnSuspending; appCallbacks = new AppCallbacks(); ApplicationView.PreferredLaunchViewSize = new Size(500, 800); ApplicationView.PreferredLaunchWindowingMode = ApplicationViewWindowingMode.PreferredLaunchViewSize; }
public UnityPlayer(AppCallbacks appCallbacks) { this.appCallbacks = appCallbacks; this.appCallbacks.InvokeOnAppThread(() => { BridgeBootstrapper.SetDotNetBridge(this); }, true); }
public MainPage() { this.InitializeComponent(); NavigationCacheMode = Windows.UI.Xaml.Navigation.NavigationCacheMode.Required; AppCallbacks appCallbacks = AppCallbacks.Instance; // Setup scripting bridge _bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(_bridge); #if !UNITY_WP_8_1 appCallbacks.SetKeyboardTriggerControl(this); #endif appCallbacks.SetSwapChainPanel(GetSwapChainPanel()); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); splash = ((App)App.Current).SplashScreen; GetSplashBackgroundColor(); OnResize(); onResizeHandler = new WindowSizeChangedEventHandler((o, e) => OnResize()); Window.Current.SizeChanged += onResizeHandler; #if UNITY_WP_8_1 SetupLocationService(); #endif #if UNITY_METRO_8_1 // Configure settings charm settingsPane = SettingsPane.GetForCurrentView(); settingsPane.CommandsRequested += SettingsPaneCommandsRequested; #endif // provide the game configuration MarkerMetro.Unity.WinShared.GameController.Instance.Init(AppConfig.Instance); AppCallbacks.Instance.RenderingStarted += () => { isUnityLoaded = true; AppCallbacks.Instance.InvokeOnAppThread(() => { MarkerMetro.Unity.WinShared.ExceptionManager.Instance.Init(Crash); }, false); }; // create extended splash timer extendedSplashTimer = new DispatcherTimer(); extendedSplashTimer.Interval = TimeSpan.FromMilliseconds(100); extendedSplashTimer.Tick += ExtendedSplashTimer_Tick; extendedSplashTimer.Start(); #if UNITY_METRO_8_1 // set the fb web interface (only for Win8.1). FB.SetPlatformInterface(web); #endif }
public App() { Debug.WriteLine("\t\t\t\t\t APP.CS: App (constructor)"); SetupOrientation(); m_AppCallbacks = new AppCallbacks(); // Allow clients of this class to append their own callbacks. AddAppCallbacks(m_AppCallbacks); }
public static void CreatePlayer() { if (appCallbacks == null) { SetupOrientation(); appCallbacks = new AppCallbacks(); Player = new UnityPlayer(appCallbacks); } }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); this.Suspending += OnSuspending; SetupOrientation(); #if UNITY appCallbacks = new AppCallbacks(); #endif }
public App() { DebugUtil.CheckMainThread(); SetupOrientation(); _AppCallbacks = new AppCallbacks(); // Allow clients of this class to append their own callbacks. AddAppCallbacks(_AppCallbacks); }
public MainPage() { this.InitializeComponent(); NavigationCacheMode = Windows.UI.Xaml.Navigation.NavigationCacheMode.Required; AppCallbacks appCallbacks = AppCallbacks.Instance; // Setup scripting bridge _bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(_bridge); bool isWindowsHolographic = false; #if UNITY_HOLOGRAPHIC // If application was exported as Holographic check if the deviceFamily actually supports it, // otherwise we treat this as a normal XAML application string deviceFamily = Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily; isWindowsHolographic = String.Compare("Windows.Holographic", deviceFamily) == 0; #endif if (isWindowsHolographic) { appCallbacks.InitializeViewManager(); } else { appCallbacks.RenderingStarted += () => { RemoveSplashScreen(); }; #if !UNITY_WP_8_1 appCallbacks.SetKeyboardTriggerControl(this); #endif appCallbacks.SetSwapChainPanel(GetSwapChainPanel()); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); splash = ((App)App.Current).splashScreen; GetSplashBackgroundColor(); OnResize(); onResizeHandler = new WindowSizeChangedEventHandler((o, e) => OnResize()); Window.Current.SizeChanged += onResizeHandler; #if UNITY_WP_8_1 onRotationChangedHandler = new TypedEventHandler <DisplayInformation, object>((di, o) => { OnRotate(di); }); ExtendedSplashImage.RenderTransformOrigin = new Point(0.5, 0.5); var displayInfo = DisplayInformation.GetForCurrentView(); displayInfo.OrientationChanged += onRotationChangedHandler; OnRotate(displayInfo); SetupLocationService(); #endif } }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); appCallbacks = new AppCallbacks(false); appCallbacks.RenderingStarted += RemoveSplashScreen; CustomXamlResourceLoader.Current = new TranslationResourceProvider(); // BASIC SLIDEUP INTEGRATION: // Assigns the default Appboy slideup factory. The slideup will be displayed with the default Appboy slideup UI. The // default Appboy UI can be themed by editing the AppboyUI.Universal stylesheet. AppboyPlatform.Universal.Appboy.SharedInstance.SlideupManager.SlideupControlFactory = new AppboyUI.Universal.Factories.SlideupControlFactory(); // Sets the feed modal that should be displayed when a slideup with ClickAction set to NEWS_FEED is clicked. AppboyPlatform.Universal.Appboy.SharedInstance.SlideupManager.FeedModal = new AppboyUI.Universal.Popups.FeedPopup(); }
/// <summary> /// Constructor. /// </summary> public MainPage() { this.InitializeComponent(); NavigationCacheMode = Windows.UI.Xaml.Navigation.NavigationCacheMode.Required; #if UNITY AppCallbacks appCallbacks = AppCallbacks.Instance; // Setup scripting bridge _bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(_bridge); bool isWindowsHolographic = false; #if UNITY_HOLOGRAPHIC // If application was exported as Holographic check if the deviceFamily actually supports it, // otherwise we treat this as a normal XAML application string deviceFamily = Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily; isWindowsHolographic = String.Compare("Windows.Holographic", deviceFamily) == 0; #endif if (isWindowsHolographic) { appCallbacks.InitializeViewManager(Window.Current.CoreWindow); } else { appCallbacks.RenderingStarted += () => { RemoveSplashScreen(); }; #if UNITY_UWP if (Windows.Foundation.Metadata.ApiInformation.IsApiContractPresent("Windows.Phone.PhoneContract", 1)) { isPhone = true; } #endif appCallbacks.SetSwapChainPanel(GetSwapChainPanel()); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); //splash = ((App)App.Current).splashScreen; GetSplashBackgroundColor(); OnResize(); onResizeHandler = new WindowSizeChangedEventHandler((o, e) => OnResize()); Window.Current.SizeChanged += onResizeHandler; } PeerVideo.Visibility = Visibility.Collapsed; PeerVideo2.Visibility = Visibility.Collapsed; SelfVideo.Visibility = Visibility.Collapsed; #else DXSwapChainPanel.Visibility = Visibility.Collapsed; #endif // UNITY }
public MainPage() { this.InitializeComponent(); _catalog = AppExtensionCatalog.Open("Atmosphere"); _catalog.PackageInstalled += _catalog_PackageInstalled; InstallPackageContent(); NavigationCacheMode = Windows.UI.Xaml.Navigation.NavigationCacheMode.Required; AppCallbacks appCallbacks = AppCallbacks.Instance; // Setup scripting bridge _bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(_bridge); appCallbacks.RenderingStarted += () => { RemoveSplashScreen(); }; this.Loaded += MainPage_Loaded; this.KeyDown += MainPage_KeyDown; _timer = new DispatcherTimer(); _timer.Interval = TimeSpan.FromSeconds(2); _timer.Tick += _timer_Tick; _timer.Start(); #if !UNITY_WP_8_1 appCallbacks.SetKeyboardTriggerControl(this); #endif appCallbacks.SetSwapChainPanel(GetSwapChainPanel()); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); splash = ((App)App.Current).splashScreen; GetSplashBackgroundColor(); OnResize(); onResizeHandler = new WindowSizeChangedEventHandler((o, e) => OnResize()); Window.Current.SizeChanged += onResizeHandler; #if UNITY_WP_8_1 onRotationChangedHandler = new TypedEventHandler <DisplayInformation, object>((di, o) => { OnRotate(di); }); ExtendedSplashImage.RenderTransformOrigin = new Point(0.5, 0.5); var displayInfo = DisplayInformation.GetForCurrentView(); displayInfo.OrientationChanged += onRotationChangedHandler; OnRotate(displayInfo); SetupLocationService(); #endif }
public void Quit() { var tmp = this.appCallbacks; this.appCallbacks = null; if (tmp != null) { tmp.InvokeOnAppThread(() => { BridgeBootstrapper.SetDotNetBridge(null); }, true); tmp.Dispose(); } }
public UnityView() { this.InitializeComponent(); if (!UnityUtils.IsInitialized) { UnityUtils.CreatePlayer(); } AppCallbacks appCallbacks = AppCallbacks.Instance; // Setup scripting bridge _bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(_bridge); bool isWindowsHolographic = false; #if UNITY_HOLOGRAPHIC // If application was exported as Holographic check if the device actually supports it, // otherwise we treat this as a normal XAML application isWindowsHolographic = AppCallbacks.IsMixedRealitySupported(); #endif if (isWindowsHolographic) { appCallbacks.InitializeViewManager(Window.Current.CoreWindow); } else { appCallbacks.RenderingStarted += () => { RemoveSplashScreen(); }; if (Windows.Foundation.Metadata.ApiInformation.IsApiContractPresent("Windows.Phone.PhoneContract", 1)) { isPhone = true; } appCallbacks.SetSwapChainPanel(GetSwapChainPanel()); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); splash = UnityUtils.splashScreen; GetSplashBackgroundColor(); OnResize(); onResizeHandler = new WindowSizeChangedEventHandler((o, e) => OnResize()); Window.Current.SizeChanged += onResizeHandler; } }
public ChatPage() { this.InitializeComponent(); this.NavigationCacheMode = NavigationCacheMode.Enabled; AppCallbacks appCallbacks = AppCallbacks.Instance; // Setup scripting bridge _bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(_bridge); appCallbacks.SetKeyboardTriggerControl(this); appCallbacks.SetSwapChainPanel(DXSwapChainPanel); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); dispatcher = CoreWindow.GetForCurrentThread().Dispatcher; App.mainSkype.messageReceived += messageReceived; }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); appCallbacks = new AppCallbacks(); UnhandledException += LogUnhandledException; // Prevents display to dim while the app is visible: var displayRequest = new Windows.System.Display.DisplayRequest(); displayRequest.RequestActive(); InitializeExceptionLogger(); #if DEBUG DebugSettings.EnableFrameRateCounter = true; #endif }
internal void Initialize(Control keyboardControl, SwapChainPanel swapPanel) { // Validate if (keyboardControl == null) { throw new ArgumentNullException(nameof(keyboardControl)); } if (swapPanel == null) { throw new ArgumentNullException(nameof(swapPanel)); } // If already initialized, just ignore if (initStarted) { throw new InvalidOperationException("Unity has already been initialized by another control. Be sure to set cache mode to required on the page that uses UnityView."); } initStarted = true; // Get callbacks singleton appCallbacks = AppCallbacks.Instance; // Setup scripting bridge bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(bridge); // Subscribe to events in order to forward appCallbacks.Initialized += AppCallbacks_Initialized; appCallbacks.RenderingStarted += AppCallbacks_RenderingStarted; // Not sure if we should always do this, never do this or make it an option appCallbacks.SetKeyboardTriggerControl(keyboardControl); // Wire up to swap panel appCallbacks.SetSwapChainPanel(swapPanel); // Leaving this for now since it handles visibility, closing etc. // Hoping it doesn't impact rendering by listening to size changed. appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); // Initialize D3D appCallbacks.InitializeD3DXAML(); }
// This is the default setup to show location consent message box to the user // You can customize it to your needs, but do not remove it completely if your application // uses location services, as it is a requirement in Windows Store certification process private async void SetupLocationService() { AppCallbacks appCallbacks = AppCallbacks.Instance; if (!appCallbacks.IsLocationCapabilitySet()) { return; } const string settingName = "LocationContent"; bool userGaveConsent = false; object consent; var settings = Windows.Storage.ApplicationData.Current.LocalSettings; var userWasAskedBefore = settings.Values.TryGetValue(settingName, out consent); if (!userWasAskedBefore) { var messageDialog = new Windows.UI.Popups.MessageDialog("Can this application use your location?", "Location services"); var acceptCommand = new Windows.UI.Popups.UICommand("Yes"); var declineCommand = new Windows.UI.Popups.UICommand("No"); messageDialog.Commands.Add(acceptCommand); messageDialog.Commands.Add(declineCommand); userGaveConsent = (await messageDialog.ShowAsync()) == acceptCommand; settings.Values.Add(settingName, userGaveConsent); } else { userGaveConsent = (bool)consent; } if (userGaveConsent) { // Must be called from UI thread appCallbacks.SetupGeolocator(); } }
public MainPage() { this.InitializeComponent(); NavigationCacheMode = Windows.UI.Xaml.Navigation.NavigationCacheMode.Required; AppCallbacks appCallbacks = AppCallbacks.Instance; bool isWindowsHolographic = false; #if UNITY_HOLOGRAPHIC // If application was exported as Holographic check if the device actually supports it, // otherwise we treat this as a normal XAML application isWindowsHolographic = AppCallbacks.IsMixedRealitySupported(); #endif if (isWindowsHolographic) { appCallbacks.InitializeViewManager(Window.Current.CoreWindow); } else { appCallbacks.RenderingStarted += () => { RemoveSplashScreen(); }; if (Windows.Foundation.Metadata.ApiInformation.IsApiContractPresent("Windows.Phone.PhoneContract", 1)) { isPhone = true; } appCallbacks.SetSwapChainPanel(GetSwapChainPanel()); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); splash = ((App)App.Current).splashScreen; GetSplashBackgroundColor(); OnResize(); onResizeHandler = new WindowSizeChangedEventHandler((o, e) => OnResize()); Window.Current.SizeChanged += onResizeHandler; } }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); appCallbacks = new AppCallbacks(false); appCallbacks.Initialized += RemoveSplashScreen; }
public App() { SetupOrientation(); m_AppCallbacks = new AppCallbacks(); }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); appCallbacks = new AppCallbacks(false); appCallbacks.Initialized += appCallbacks_Initialized; }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); appCallbacks = new AppCallbacks(); }
public App() { appCallbacks = new AppCallbacks(false); }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); appCallbacks = new AppCallbacks(); appCallbacks.Initialized += RemoveSplashScreen; }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); appCallbacks = new AppCallbacks(false); appCallbacks.RenderingStarted += RemoveSplashScreen; }
/// <summary> /// This is where apps can hook up any additional setup they need to do before Unity intializes. /// </summary> /// <param name="appCallbacks"></param> virtual protected void AddAppCallbacks(AppCallbacks appCallbacks) { Debug.WriteLine("\t\t\t\t\t APP.CS: AddAppCallbacks"); }
public App() { _appCallbacks = new AppCallbacks(SendInputData); }
/// <summary> /// This is where apps can hook up any additional setup they need to do before Unity intializes. /// </summary> /// <param name="appCallbacks"></param> virtual protected void AddAppCallbacks(AppCallbacks appCallbacks) { }
public MainPage() { this.InitializeComponent(); NavigationCacheMode = Windows.UI.Xaml.Navigation.NavigationCacheMode.Required; Cars = new List <CarPrefabDetails> { new CarPrefabDetails { Name = "Yellow Car", ImagePath = "/Assets/Car_0.png", ResourcePath = "Car_0" }, new CarPrefabDetails { Name = "Red Car", ImagePath = "/Assets/Car_1.png", ResourcePath = "Car_1" }, new CarPrefabDetails { Name = "Orange Van", ImagePath = "/Assets/Car_2.png", ResourcePath = "Car_2" }, new CarPrefabDetails { Name = "Bus", ImagePath = "/Assets/Bus.png", ResourcePath = "Bus" }, new CarPrefabDetails { Name = "Truck", ImagePath = "/Assets/Truck.png", ResourcePath = "Truck" } }; AppCallbacks appCallbacks = AppCallbacks.Instance; // Setup scripting bridge _bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(_bridge); bool isWindowsHolographic = false; #if UNITY_HOLOGRAPHIC // If application was exported as Holographic check if the deviceFamily actually supports it, // otherwise we treat this as a normal XAML application string deviceFamily = Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily; isWindowsHolographic = String.Compare("Windows.Holographic", deviceFamily) == 0; #endif if (isWindowsHolographic) { appCallbacks.InitializeViewManager(Window.Current.CoreWindow); } else { appCallbacks.RenderingStarted += () => { RemoveSplashScreen(); }; #if UNITY_UWP if (Windows.Foundation.Metadata.ApiInformation.IsApiContractPresent("Windows.Phone.PhoneContract", 1)) { isPhone = true; } #endif #if !UNITY_WP_8_1 appCallbacks.SetKeyboardTriggerControl(this); #else isPhone = true; #endif appCallbacks.SetSwapChainPanel(GetSwapChainPanel()); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); splash = ((App)App.Current).splashScreen; GetSplashBackgroundColor(); OnResize(); onResizeHandler = new WindowSizeChangedEventHandler((o, e) => OnResize()); Window.Current.SizeChanged += onResizeHandler; #if UNITY_WP_8_1 onRotationChangedHandler = new TypedEventHandler <DisplayInformation, object>((di, o) => { OnRotate(di); }); ExtendedSplashImage.RenderTransformOrigin = new Point(0.5, 0.5); var displayInfo = DisplayInformation.GetForCurrentView(); displayInfo.OrientationChanged += onRotationChangedHandler; OnRotate(displayInfo); SetupLocationService(); #endif } }
public MainPage() { this.InitializeComponent(); //Call the pointers of the screen. We use the pointers for draw and send position pointers = new Dictionary <uint, Windows.UI.Xaml.Input.Pointer>(); VideoBorder.PointerMoved += new PointerEventHandler(VideoBorder_PointerMoved); NavigationCacheMode = Windows.UI.Xaml.Navigation.NavigationCacheMode.Required; try { // connect to socket.io via other server when App start socketWrapper = new SocketWrapper(); socketWrapper.OnReceiveMessenger += OnReceivedMessage_handler; socketWrapper.onDisconnect += OnDisconnection_handler; socketWrapper.Connect("ws://172.16.6.10:3001/socket.io/?EIO=4&transport=websocket"); } catch (Exception ex) { Debug.WriteLine(ex.Message); } #if UNITY AppCallbacks appCallbacks = AppCallbacks.Instance; // Setup scripting bridge _bridge = new WinRTBridge.WinRTBridge(); appCallbacks.SetBridge(_bridge); bool isWindowsHolographic = false; #if UNITY_HOLOGRAPHIC // If application was exported as Holographic check if the deviceFamily actually supports it, // otherwise we treat this as a normal XAML application string deviceFamily = Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily; isWindowsHolographic = String.Compare("Windows.Holographic", deviceFamily) == 0; #endif if (isWindowsHolographic) { appCallbacks.InitializeViewManager(Window.Current.CoreWindow); } else { appCallbacks.RenderingStarted += () => { RemoveSplashScreen(); }; #if UNITY_UWP if (Windows.Foundation.Metadata.ApiInformation.IsApiContractPresent("Windows.Phone.PhoneContract", 1)) { isPhone = true; } #endif appCallbacks.SetSwapChainPanel(GetSwapChainPanel()); appCallbacks.SetCoreWindowEvents(Window.Current.CoreWindow); appCallbacks.InitializeD3DXAML(); //splash = ((App)App.Current).splashScreen; GetSplashBackgroundColor(); OnResize(); onResizeHandler = new WindowSizeChangedEventHandler((o, e) => OnResize()); Window.Current.SizeChanged += onResizeHandler; } PeerVideo.Visibility = Visibility.Collapsed; SelfVideo.Visibility = Visibility.Collapsed; #else DXSwapChainPanel.Visibility = Visibility.Collapsed; #endif // UNITY }
public StartPage() { this.InitializeComponent(); appCallbacks = new AppCallbacks(false); }
/// <summary> /// Initializes the singleton application object. This is the first line of authored code /// executed, and as such is the logical equivalent of main() or WinMain(). /// </summary> public App() { this.InitializeComponent(); SetupOrientation(); appCallbacks = new AppCallbacks(); }
/// <summary> /// This is where apps can hook up any additional setup they need to do before Unity intializes. /// </summary> /// <param name="appCallbacks"></param> protected virtual void AddAppCallbacks(AppCallbacks appCallbacks) { }