Пример #1
0
        public override bool Run(string[] args)
        {
            ADL.Debug.DefaultInitialization();
            EmbeddedFileIOManager.Initialize();

            ManifestReader.RegisterAssembly(Assembly
                                            .GetExecutingAssembly()); //Register this assembly(where the files will be embedded in)
            ManifestReader.PrepareManifestFiles(false);               //First Read Assembly files
            ManifestReader
            .PrepareManifestFiles(true);                              //Replace Any Loaded assembly files with files on the file system.


            if (IOManager.FileExists("assemblyList.txt")) //Alternative, load assembly list to register from text file.
            {
                Logger.Log(DebugChannel.Log, "Loading Assembly List", 1);

                ManifestReader.LoadAssemblyListFromFile("assemblyList.txt");
            }


            GameEngine engine = new GameEngine(EngineSettings.DefaultSettings);

            engine.Initialize();
            engine.InitializeScene <PhysicsDemoScene>();
            engine.Run();
            engine.Dispose();

            HandleBase.DisposeAllHandles();
            EngineStatisticsManager.DisposeAllHandles();

            return(true);
        }
Пример #2
0
        public override bool Run(string[] args)
        {
            Byt3.ADL.Debug.DefaultInitialization();
            EmbeddedFileIOManager.Initialize();

            OpenFLDebugConfig.Settings.MinSeverity = Verbosity.Level3;

            ManifestReader.RegisterAssembly(Assembly
                                            .GetExecutingAssembly());            //Register this assembly(where the files will be embedded in)
            ManifestReader.RegisterAssembly(typeof(OpenFLDebugConfig).Assembly); //Register the OpenFL.Common Assembly as it contains the CL kernels
            ManifestReader.PrepareManifestFiles(false);                          //First Read Assembly files
            ManifestReader
            .PrepareManifestFiles(true);                                         //Replace Any Loaded assembly files with files on the file system.


            if (IOManager.FileExists("assemblyList.txt")) //Alternative, load assembly list to register from text file.
            {
                Logger.Log(DebugChannel.Log, "Loading Assembly List", 1);

                ManifestReader.LoadAssemblyListFromFile("assemblyList.txt");
            }


            GameEngine engine = new GameEngine(EngineSettings.DefaultSettings);

            engine.Initialize();
            engine.InitializeScene <HoBMenuScene>();
            engine.Run();
            engine.Dispose();

            HandleBase.DisposeAllHandles();
            EngineStatisticsManager.DisposeAllHandles();

            return(true);
        }
Пример #3
0
 public override void Dispose()
 {
     base.Dispose();
     if (!IsCopy)
     {
         EngineStatisticsManager.GlObjectDestroyed(this);
     }
 }
Пример #4
0
 protected DisposableGLObjectBase(bool isCopy, object handleIdentifier) : base(handleIdentifier)
 {
     IsCopy = isCopy;
     if (!isCopy)
     {
         EngineStatisticsManager.GlObjectCreated(this);
     }
 }
Пример #5
0
        private void StartScene(Type t)
        {
            ge.Initialize();
            ge.InitializeScene(t);
            ge.Run();

            //Clean up our mess
            EngineStatisticsManager.DisposeAllHandles(); //Dispose GL Handles
            HandleBase.DisposeAllHandles();              //Dispose CL Handles
        }
Пример #6
0
        private void StartScene(Type t)
        {
            ge.Initialize();
            ge.InitializeScene(t);

            if (AttachTimeout)
            {
                ge.SetDebugComponents(new AbstractComponent[] { new TimeoutComponent(TimeoutTime), });
            }

            ge.Run();

            if (!Directory.Exists("./logs"))
            {
                Directory.CreateDirectory("./logs");
            }

            EngineStatisticsManager.WriteStatistics("./logs/" + t.Name + ".statistics.log");

            EngineStatisticsManager.DisposeAllHandles();
            HandleBase.DisposeAllHandles();
        }