public Stat(Game pmGame, string pmUName, string pmName, float pmVal) { val= pmVal; uname= pmUName; name= pmName; game= pmGame; }
public GameStateManager(Game pmGame) { game= pmGame; game.window.viewport.Resize+= onResize; states= new Dictionary<string, GameState>(); currState= -1; }
public DXGraphicsRenderer(Game pmGame) { dxg= new DirectXGraphics(); settings= new GraphicsSettings(); game= pmGame; clearColor= new Color("royalblue"); vbuffer= null; ibuffer= null; renderType= RenderType.FILL; layout= null; }
public Achievement(Game pmGame, string pmUName, string pmName, string pmDesc, bool pmHidden, string pmUnlockedIcon, string pmLockedIcon) { game= pmGame; name= pmName; uname= pmUName; desc= pmDesc; bCompleted= false; bHidden= pmHidden; unlockedIcon= pmUnlockedIcon; lockedIcon= pmLockedIcon; }
public PCWindow(Game game) { frame= new PCFrame(game); viewport= new PCViewport(); resizeComponents= defaultResizeComponents; viewport.clearColor= new Color(0, 0, 0); frame.Text= "Game"; frame.Size= new Sdx.Size(800, 640); frame.Resize+= delegate(object sender, EventArgs args) { resizeComponents(); }; frame.Controls.Add(viewport); resizeComponents(); }
public AchievementManager(Game pmGame) { game= pmGame; items= new List<Achievement>(); }
// Renders the gui when it is pressed down on protected virtual void renderPressed(ref Game game) { GuiRenderer.renderBox(this, ref pBackColors.pressed, ref game); }
// Renders the gui normally protected virtual void renderNormal(ref Game game) { GuiRenderer.renderBox(this, ref pBackColors.normal, ref game); }
// Renders the gui when it is disabled protected virtual void renderDisabled(ref Game game) { GuiRenderer.renderBox(this, ref pBackColors.disabled, ref game); }
// Called internally for when the gui manager adds a gui internal void i_onGuiAdd(ref Game game) { if(eonGuiAdded!= null) eonGuiAdded(this, game); for(int i= 0; i< children.size; i++) children.items[i].i_onGuiAdd(ref game); }
// Renders the gui public virtual void render(ref Game game) { if(!pVisible) return; if(!pEnabled) renderDisabled(ref game); else if(click!= 0) renderPressed(ref game); else if(bHover) renderHovered(ref game); else renderNormal(ref game); for(int i= 0; i< children.size; i++) children.items[i].render(ref game); }
public PCFrame(Game pmGame) : base() { game= pmGame; DoubleBuffered= true; }
public GuiManager(Game pmGame) { game= pmGame; csets= new Dictionary<string, Control>(); actives= new List<int>(); }