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C# IInput.Configure方法代码示例

本文整理汇总了C#中IInput.Configure方法的典型用法代码示例。如果您正苦于以下问题:C# IInput.Configure方法的具体用法?C# IInput.Configure怎么用?C# IInput.Configure使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IInput的用法示例。


在下文中一共展示了IInput.Configure方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Init

        void Init(IntPtr pParam)
        {
            IEngineSubSystem pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys);
            pRender = (IRender)pSubSys;
            pRender.GetRender2D(out pRender2D);

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out pSubSys);
            pInput = (IInput)pSubSys;
            pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR);

            IResourceManager pResMan;
            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            IEngineBaseObject pBaseObj;

            pResMan.Load(RESOURCE_PATH + "sounds\\bug_death.wav", out pBaseObj, 0);
            pSndDeath = (ISoundSample)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\light.jpg", out pBaseObj, 0);
            pTexLight = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\smoke.png", out pBaseObj, 0);
            pTexSmoke = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\bug.png", out pBaseObj, 0);
            pTexBug = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\bug_corpse.png", out pBaseObj, 0);
            pTexBugCorpse = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\blood.png", out pBaseObj, 0);
            pTexBlood = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "textures\\cartoon_grass.tga", out pBaseObj, (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR |
                        E_TEXTURE_LOAD_FLAGS.TLF_COORDS_REPEAT));
            pTexBg = (ITexture)pBaseObj;

            pTexBug.SetFrameSize(52, 42);

            for (uint i = 0; i < 3; i++)
            {
                pResMan.CreateTexture(out pTexTarget[i], null, ScreenWidth, ScreenHeight,
                    E_TEXTURE_DATA_FORMAT.TDF_RGB8, E_TEXTURE_CREATE_FLAGS.TCF_DEFAULT,
                    E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP);
            }
            Clear();
        }
开发者ID:whztt07,项目名称:DGLE,代码行数:44,代码来源:Program.cs

示例2: Init

        void Init(IntPtr pParam)
        {
            IRender pRender;

            IEngineSubSystem pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys);
            pRender = (IRender)pSubSys;
            pRender.GetRender2D(out pRender2D);

            // All game logic is developed for this screen resolution, so will keep it (on logical level).
            pRender2D.SetResolutionCorrection(Res.GameVpWidth, Res.GameVpHeight);

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out pSubSys);
            pInput = (IInput)pSubSys;
            pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR);

            IResourceManager pResMan;
            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            // Load resources and give them names to use in future via resource manager.
            IEngineBaseObject pBaseObj;

            pResMan.Load(ResPath + "meshes\\planets\\planet.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshPlanet);
            pResMan.Load(ResPath + "meshes\\planets\\clouds.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexClouds);
            pResMan.Load(ResPath + "meshes\\planets\\earth.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexPlanet);
            pResMan.Load(ResPath + "sprites\\space_bg.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D, Res.TexStars);

            pResMan.Load(ResPath + "meshes\\planets\\asteroid.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshAsteroid);
            pResMan.Load(ResPath + "meshes\\planets\\asteroid.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexAsteroid);

            pResMan.Load(ResPath + "meshes\\space_ship\\ship.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshShip);
            pResMan.Load(ResPath + "meshes\\space_ship\\ship.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexShip);
            pResMan.Load(ResPath + "sprites\\spark.bmp", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D, Res.TexSpark);

            pResMan.Load(ResPath + "sounds\\explo.wav", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.RES_LOAD_DEFAULT, Res.SndExplo);
            pResMan.Load(ResPath + "sounds\\fire.wav", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.RES_LOAD_DEFAULT, Res.SndFire);
            pResMan.Load(ResPath + "sprites\\explo.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D,
               Res.TexExplo);
            ((ITexture)pBaseObj).SetFrameSize(Res.ExploAnimationFramesSize, Res.ExploAnimationFramesSize);

            pResMan.Load(ResPath + "fonts\\Times_New_Roman_18_Bold.dft", out pBaseObj, 0, Res.FntMain);
            pFnt = (IBitmapFont)pBaseObj;

            StartGame();
        }
开发者ID:whztt07,项目名称:DGLE,代码行数:47,代码来源:Game.cs


注:本文中的IInput.Configure方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。