public InputHandler(EditorUiController uiController, ParticleCamera camera, SettingsCommandHandler commandHandler, AppOperationQueue appOperationQueue, ApplicationState applicationState) { _uiController = uiController; _camera = camera; _commandHandler = commandHandler; _appOperationQueue = appOperationQueue; _applicationState = applicationState; }
protected override void Initialize() { _applicationState = new ApplicationState(_graphicsDeviceManager.GraphicsDevice); _emitterSpriteBatchHandler = new EmitterSpriteBatchHandler(_graphicsDeviceManager.GraphicsDevice); _graphicsDeviceManager.PreferredBackBufferWidth = 1024; _graphicsDeviceManager.PreferredBackBufferHeight = 768; _graphicsDeviceManager.ApplyChanges(); _gridTexture = SetupGridTexture(GraphicsDevice, 32); _spriteBatch = new SpriteBatch(GraphicsDevice); _textureFileLoader = new TextureFileLoader(GraphicsDevice, _applicationState); _emitterRenderGroup = new MonoGameEmitterRenderGroup(GraphicsDevice); ResetRenderTarget(); ResetCamera(); _applicationState.Zoom = 1; var monoGameImGuiRenderer = new MonoGameImGuiRenderer(this); _imGuiManager = new ImGuiManager(monoGameImGuiRenderer); _uiController = new EditorUiController(_imGuiManager, _commandHandler, _appOperationQueue, _applicationState, _textureFileLoader, monoGameImGuiRenderer); _inputHandler = new InputHandler(_uiController, _camera, _commandHandler, _appOperationQueue, _applicationState); _inputHandler.ResetCameraAndEmitterRequested += (sender, args) => ResetCamera(true); _uiController.WindowResized(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); _appOperationQueue.Enqueue(new UpdateMiscOptionsRequested { UpdatedSamplerState = SamplerState.PointClamp, }); base.Initialize(); }