// This gets called when the drawing surface is ready protected override void OnLoad(EventArgs e) { base.OnLoad(e); Platform.Platform.Init(new Platform.Android.AndroidPlatform()); Loader.LoaderBase.Init(new Platform.Android.AssetLoader()); m_Renderer = new Gwen.Renderer.Android.OpenTK.OpenTK(false); m_Skin = new Gwen.Skin.TexturedBase(m_Renderer, "DefaultSkin.png", "DefaultSkinDefinition.xml"); m_Skin.DefaultFont = new Font(m_Renderer, "Arial", 11); m_Canvas = new Canvas(m_Skin); m_Input = new Gwen.Renderer.Android.OpenTK.Input.OpenTK(this); m_Input.Initialize(m_Canvas); m_Canvas.SetSize(Width, Height); m_Canvas.ShouldDrawBackground = true; m_Canvas.BackgroundColor = new Color(255, 150, 170, 170); m_UnitTest = new Gwen.UnitTest.UnitTest(m_Canvas); m_Stopwatch.Restart(); m_LastTime = 0; // Run the render loop Run(); }
protected override void Dispose(bool disposing) { if (m_Canvas != null) { m_Canvas.Dispose(); m_Canvas = null; } if (m_Skin != null) { m_Skin.Dispose(); m_Skin = null; } if (m_Renderer != null) { m_Renderer.Dispose(); m_Renderer = null; } base.Dispose(); }