Пример #1
0
        protected GameTestBase()
        {
            // Override the default graphic device manager
            GraphicsDeviceManager.Dispose();
            GraphicsDeviceManager = new TestGraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth    = 800,
                PreferredBackBufferHeight   = 480,
                PreferredDepthStencilFormat = PixelFormat.D24_UNorm_S8_UInt,
                DeviceCreationFlags         = DeviceCreationFlags.Debug,
                PreferredGraphicsProfile    = new[] { GraphicsProfile.Level_9_1 }
            };
            Services.AddService(typeof(IGraphicsDeviceManager), GraphicsDeviceManager);
            Services.AddService(typeof(IGraphicsDeviceService), GraphicsDeviceManager);

            // Enable profiling
            //Profiler.EnableAll();

            CurrentVersion          = 0;
            StopOnFrameCount        = -1;
            AutoLoadDefaultSettings = false;

            FrameGameSystem = new FrameGameSystem(Services);
            GameSystems.Add(FrameGameSystem);

            // by default we want the same size for the back buffer on mobiles and windows.
            BackBufferSizeMode = BackBufferSizeMode.FitToDesiredValues;

#if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP
            // get build number
            int buildNumber;
            if (ImageTester.ImageTestResultConnection.BuildNumber <= 0 && int.TryParse(Environment.GetEnvironmentVariable("XENKO_BUILD_NUMBER"), out buildNumber))
            {
                ImageTester.ImageTestResultConnection.BuildNumber = buildNumber;
            }

            // get branch name
            if (string.IsNullOrEmpty(ImageTester.ImageTestResultConnection.BranchName))
            {
                ImageTester.ImageTestResultConnection.BranchName = Environment.GetEnvironmentVariable("XENKO_BRANCH_NAME") ?? "";
            }
#endif

            SceneSystem.SplashScreenEnabled = false;
        }
Пример #2
0
        protected GameTestBase()
        {
            // Override the default graphic device manager
            GraphicsDeviceManager.Dispose();
            GraphicsDeviceManager = new TestGraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth = 800,
                PreferredBackBufferHeight = 480,
                PreferredDepthStencilFormat = PixelFormat.D24_UNorm_S8_UInt,
                DeviceCreationFlags = DeviceCreationFlags.Debug,
                PreferredGraphicsProfile = new[] { GraphicsProfile.Level_9_1 }
            };

            // Enable profiling
            //Profiler.EnableAll();
            
            CurrentVersion = 0;
            StopOnFrameCount = -1;
            AutoLoadDefaultSettings = false;

            FrameGameSystem = new FrameGameSystem(Services);
            GameSystems.Add(FrameGameSystem);

            // by default we want the same size for the back buffer on mobiles and windows.
            BackBufferSizeMode = BackBufferSizeMode.FitToDesiredValues;

#if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP
            // get build number
            int buildNumber;
            if (ImageTester.ImageTestResultConnection.BuildNumber <= 0 && int.TryParse(Environment.GetEnvironmentVariable("XENKO_BUILD_NUMBER"), out buildNumber))
                ImageTester.ImageTestResultConnection.BuildNumber = buildNumber;

            // get branch name
            if (string.IsNullOrEmpty(ImageTester.ImageTestResultConnection.BranchName))
                ImageTester.ImageTestResultConnection.BranchName = Environment.GetEnvironmentVariable("XENKO_BRANCH_NAME") ?? "";
#endif
        }