public Animation(Frame[] frames, int fps) { this.frames = frames; this.activeIndex = 0; this.interval = TimeSpan.FromSeconds(1.0d / fps); this.elapsed = TimeSpan.Zero; }
void window_Load(object sender, EventArgs e) { this.GraphicsContext = new DebugGraphicsContext(new OpenGLGraphicsContext()); var locator = new ServiceLocator(); locator.RegisterService<IGraphicsContext>(this.GraphicsContext); var resourceLoader = new ResourceLoader(); resourceLoader.AddImportersAndProcessors(typeof(ResourceLoader).Assembly); this.Resourses = new ResourceContext(locator, new TypeReaderFactory(), new TypeWriterFactory(), resourceLoader, Path.Combine(this.resourceFolder, "Assets"), this.resourceFolder); this.Resourses.ShouldSaveAllLoadedAssets = false; pixel = this.Resourses.LoadAsset<TextureAtlas>("Fonts\\Metro_W_Pixel.atlas")["pixel"]; var effect = this.Resourses.LoadAsset<ShaderProgram>("Basic.effect"); this.spriteBuffer = new SpriteBuffer(this.GraphicsContext, effect); this.guiRenderer = new GUIRenderer(this.spriteBuffer, pixel); window.VSync = VSyncMode.Off; window.Keyboard.KeyRepeat = true; // Other state GraphicsContext.Enable(EnableCap.Blend); GraphicsContext.Enable(EnableCap.ScissorTest); GraphicsContext.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha); var factory = CreateGUIFactory(); this.Load(factory); clock = new Clock(); }
public ImageBox(Frame image) { this.Image = image; this.ImageColor = Color.White; }
public void DrawFrame(Frame frame, ref Rect rect, Color color) { this.batch.BufferFrame(frame, rect, color); }
public GUIRenderer(ISpriteBuffer batch, Frame pixel) { this.batch = batch; this.pixel = pixel; }
public Panel(Frame frame = null) { this.BackgroundImage = frame; }