/// <summary> /// Handles the Resized event of the <see cref="GameBase.RenderWindow"/>. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="SFML.Window.SizeEventArgs"/> instance containing the event data.</param> void rw_Resized(object sender, SizeEventArgs e) { if (Resized != null) { Resized.Raise(this, e); } }
public void Resize(int width, int height) { Width = width; Height = height; OnResize(width, height); Resized.Raise(this, EventArgs.Empty); }
/// <summary> /// Sets the <see cref="Entity"/>'s <see cref="Size"/> directly without any chance to be overridden. /// This should only be used for synchronization. /// </summary> /// <param name="newSize">The new <see cref="Size"/> value.</param> protected internal void SetSizeRaw(Vector2 newSize) { if (newSize == Size) { return; } var oldSize = Size; _size = newSize; // Notify listeners OnResized(oldSize); if (Resized != null) { Resized.Raise(this, EventArgsHelper.Create(oldSize)); } }
/// <summary> /// Updates the <see cref="MapGrh"/>. /// </summary> /// <param name="currentTime">Current game time.</param> public virtual void Update(TickCount currentTime) { Grh.Update(currentTime); Vector2 grhSize = Grh.Size; Vector2 previousScaledGrhSizeCache = _scaledGrhSizeCache; Vector2.Multiply(ref _scale, ref grhSize, out _scaledGrhSizeCache); // Check if the scaled size has changed, but we have not updated the cache. The most common ways for this to happen is if the GrhData changes, or the // Grh is animated but not all frames are the same size. if (_scaledGrhSizeCache != previousScaledGrhSizeCache) { if (Resized != null) { Resized.Raise(this, EventArgsHelper.Create(previousScaledGrhSizeCache)); } } }