1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181
|
#region License
/*
Microsoft Public License (Ms-PL)
MonoGame - Copyright © 2009-2011 The MonoGame Team
All rights reserved.
This license governs use of the accompanying software. If you use the software,
you accept this license. If you do not accept the license, do not use the
software.
1. Definitions
The terms "reproduce," "reproduction," "derivative works," and "distribution"
have the same meaning here as under U.S. copyright law.
A "contribution" is the original software, or any additions or changes to the
software.
A "contributor" is any person that distributes its contribution under this
license.
"Licensed patents" are a contributor's patent claims that read directly on its
contribution.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the
license conditions and limitations in section 3, each contributor grants you a
non-exclusive, worldwide, royalty-free copyright license to reproduce its
contribution, prepare derivative works of its contribution, and distribute its
contribution or any derivative works that you create.
(B) Patent Grant- Subject to the terms of this license, including the license
conditions and limitations in section 3, each contributor grants you a
non-exclusive, worldwide, royalty-free license under its licensed patents to
make, have made, use, sell, offer for sale, import, and/or otherwise dispose of
its contribution in the software or derivative works of the contribution in the
software.
3. Conditions and Limitations
(A) No Trademark License- This license does not grant you rights to use any
contributors' name, logo, or trademarks.
(B) If you bring a patent claim against any contributor over patents that you
claim are infringed by the software, your patent license from such contributor
to the software ends automatically.
(C) If you distribute any portion of the software, you must retain all
copyright, patent, trademark, and attribution notices that are present in the
software.
(D) If you distribute any portion of the software in source code form, you may
do so only under this license by including a complete copy of this license with
your distribution. If you distribute any portion of the software in compiled or
object code form, you may only do so under a license that complies with this
license.
(E) The software is licensed "as-is." You bear the risk of using it. The
contributors give no express warranties, guarantees or conditions. You may have
additional consumer rights under your local laws which this license cannot
change. To the extent permitted under your local laws, the contributors exclude
the implied warranties of merchantability, fitness for a particular purpose and
non-infringement.
*/
#endregion License
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Audio;
using System.Windows.Forms;
using System.IO;
namespace Microsoft.Xna.Framework
{
class WindowsGamePlatform : GamePlatform
{
private WindowsGameWindow _view;
private OpenALSoundController soundControllerInstance = null;
public WindowsGamePlatform(Game game)
: base(game)
{
_view = new WindowsGameWindow();
_view.Game = game;
this.Window = _view;
// Setup our OpenALSoundController to handle our SoundBuffer pools
soundControllerInstance = OpenALSoundController.GetInstance;
//Initialize cursor visibility based on default value
OnIsMouseVisibleChanged();
}
public override GameRunBehavior DefaultRunBehavior
{
get { return GameRunBehavior.Synchronous; }
}
public override void RunLoop()
{
//Need to execute this on the rendering thread
// FIXME: Is this needed?
/*_view.OpenTkGameWindow.RenderFrame += delegate
{
if (!_devicesLoaded)
{
Initialize();
_devicesLoaded = true;
}
};*/
_view.OpenTkGameWindow.Run(1 / Game.TargetElapsedTime.TotalSeconds);
}
public override void StartRunLoop()
{
throw new NotImplementedException();
}
public override void Exit()
{
if (!_view.OpenTkGameWindow.IsExiting)
{
Net.NetworkSession.Exit();
_view.OpenTkGameWindow.Exit();
}
}
public override bool BeforeUpdate(GameTime gameTime)
{
// Update our OpenAL sound buffer pools
soundControllerInstance.Update();
return true;
}
public override bool BeforeDraw(GameTime gameTime)
{
return true;
}
public override void EnterFullScreen()
{
}
public override void ExitFullScreen()
{
}
public override void EndScreenDeviceChange(string screenDeviceName, int clientWidth, int clientHeight)
{
}
public override void BeginScreenDeviceChange(bool willBeFullScreen)
{
}
protected override void OnIsMouseVisibleChanged()
{
if (IsMouseVisible)
{
Cursor.Show();
}
else
{
Cursor.Hide();
}
}
public override void Log(string Message)
{
Console.WriteLine(Message);
}
}
}
|