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C# RenderWindow.SetMouseCursorVisible方法代码示例

本文整理汇总了C#中SFML.Graphics.RenderWindow.SetMouseCursorVisible方法的典型用法代码示例。如果您正苦于以下问题:C# RenderWindow.SetMouseCursorVisible方法的具体用法?C# RenderWindow.SetMouseCursorVisible怎么用?C# RenderWindow.SetMouseCursorVisible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SFML.Graphics.RenderWindow的用法示例。


在下文中一共展示了RenderWindow.SetMouseCursorVisible方法的9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: CreateWindow

 private RenderWindow CreateWindow(ApplicationSettings settings)
 {
     var windowStyle = settings.Fullscreen ? Styles.Fullscreen : Styles.Close;
     var window = new RenderWindow(settings.VideoMode, settings.WindowCaption, windowStyle);
     window.SetMouseCursorVisible(settings.MouseCursorVisible);
     window.SetVerticalSyncEnabled(settings.VerticalSyncEnabled);
     if (settings.FramerateLimit > 0)
         window.SetFramerateLimit(settings.FramerateLimit);
     return window;
 }
开发者ID:niemandkun,项目名称:MiraiEngine,代码行数:10,代码来源:Application.cs

示例2: InitializeWindow

        private static void InitializeWindow()
        {
            //Construct
            window = new RenderWindow(new VideoMode(1920, 1080), "Orbs", IsFullscreen ? Styles.Fullscreen : Styles.Default);

            //Set parameters
            window.SetVisible(true);
            window.SetMouseCursorVisible(false);
            window.SetVerticalSyncEnabled(IsVSyncEnabled);

            //Bind events
            window.Closed += (sender, i) => window.Close();
            window.KeyPressed += (sender, i) => stateManager.CurrentState?.HandleKeyPressed(i);
            window.KeyPressed += (sender, i) => { if (i.Code == Keyboard.Key.F11) { window.Close(); IsFullscreen = !IsFullscreen; InitializeWindow(); } };
        }
开发者ID:Blezzing,项目名称:Orbs,代码行数:15,代码来源:Program.cs

示例3: OnRenderWindowChanged

        /// <summary>
        /// Handles the <see cref="IGameContainer.RenderWindowChanged"/> event.
        /// </summary>
        /// <param name="oldValue">The old value.</param>
        /// <param name="newValue">The new value.</param>
        protected virtual void OnRenderWindowChanged(RenderWindow oldValue, RenderWindow newValue)
        {
            if (newValue == null)
                return;

            newValue.SetMouseCursorVisible(ShowMouseCursor);
            newValue.SetVerticalSyncEnabled(UseVerticalSync);
            newValue.SetActive();
            newValue.SetVisible(true);
        }
开发者ID:Furt,项目名称:netgore,代码行数:15,代码来源:GameBase.cs

示例4: Init

        private void Init()
        {
            Music = new MusicPlayer();
            Sounds = new SoundManager();
            Assets = new Assets();
            Assets.Load();

            var vm = new SFML.Window.VideoMode(1000, 750, 32);
            var style = Styles.Close;
            var settings = new ContextSettings(0, 0, 8);

            Window = new SFML.Graphics.RenderWindow(vm, "", style, settings);
            Window.SetView(View);
            Window.SetVerticalSyncEnabled(true);
            Window.Closed += (sender, e) => { IsAppExited = true; };
            Window.LostFocus += (sender, e) => { IsPaused = true; };
            Window.GainedFocus += (sender, e) => { IsPaused = false; };
            Window.SetMouseCursorVisible(true);

            var splash = new Space("Splash", true);
            var menu = new Space("Menu");
            var inGame = new Space("InGame");
            var gameOver = new Space("GameOver");

            //  ----- ----- ----- Splash ----- ----- -----

            var images = new SplashImage[]
            {
                new SplashImage(Assets.Textures["sfml"], 3, 1, 1),
                new SplashImage(Assets.Textures["rsas"], 5, 1, 1)
            };

            SplashImage.Prepare(images, e =>
            {
                splash.IsActive = false;
                menu.IsActive = true;
            });

            foreach(var image in images)
                splash.Add(image);

            //  ----- ----- ----- Menu ----- ----- -----
            var btnStart = new MenuButton("Play", 40, new Vector(100, 100));
            var btnQuit = new MenuButton("Quit", 40, new Vector(100, 200));

            var btnDiffEasy = new MenuButton("Easy", 30, new Vector(250, 100));
            var btnDiffMedium = new MenuButton("Medium", 30, new Vector(250, 150));
            var btnDiffHard = new MenuButton("Hard", 30, new Vector(250, 200));

            var infoText =
                "- Instructions -\n" +
                "- Run, shoot and survive as long as possible.\n" +
                "- Collect white powersups to recover health.\n" +
                "- New weapons are unlocked after each 1000 kills.\n" +
                "\n" +
                "- Use WASD keys to move, and mouse to aim and shoot.\n" +
                "- Use the numbers keys to change weapons.\n" +
                "- During gameplay, press ESC to pause or F1 to give up.";
            var btnInfoText = new MenuButton(infoText, 20, new Vector(450, 125));

            var highscoreList = new HighscoreList(new Vector2f(50, 300));

            Difficulty = RSaS.Difficulty.Medium;
            btnDiffMedium.Text.Color = Color.Red;

            btnStart.Click += e =>
            {
                if (IsGameOver)
                {
                    IsGameOver = false;
                    InitInGame(inGame);
                }

                Music.Play("music");
                menu.IsActive = false;
                inGame.IsActive = true;
                IsOSCursorVisible = false;
            };

            btnQuit.Click += e =>
            {
                IsAppExited = true;
            };

            btnDiffEasy.Click += e =>
            {
                if (!IsGameOver)
                    return;

                Difficulty = RSaS.Difficulty.Easy;
                btnDiffEasy.Text.Color = Color.Red;
                btnDiffMedium.Text.Color = Color.White;
                btnDiffHard.Text.Color = Color.White;
            };

            btnDiffMedium.Click += e =>
            {
                if (!IsGameOver)
                    return;

//.........这里部分代码省略.........
开发者ID:Wezthal,项目名称:GameProject,代码行数:101,代码来源:Game.cs

示例5: Main

        static void Main(string[] args)
        {
            Texture textureBack = new Texture(File.ReadAllBytes(@"assets/back.png"));

            textureBack.Smooth = true;

            Sprite spriteBack = new Sprite(textureBack, new IntRect(0, 0, 800, 500));

            Texture textureLock = new Texture(File.ReadAllBytes(@"assets/lock.png"));

            textureLock.Smooth = true;

            Sprite spriteLock = new Sprite(textureLock, new IntRect(0, 0, 80, 80));

            spriteLock.Position = new Vector2f(76, 68);

            icons = new List<Sprite>();

            for (int index = 0; index < 15; index++)
            {
                int col = index % 5;

                int row = (index - col) / 5;

                Texture textureIcon = new Texture(File.ReadAllBytes(String.Format(@"assets/buttons/{0:00}.png", index + 1)));

                textureIcon.Smooth = true;

                Sprite spriteIcon = new Sprite(textureIcon, new IntRect(0, 0, 72, 72));

                spriteIcon.Position = new Vector2f(80 + col * 72 + col * 70, 72 + row * 72 + row * 70);

                icons.Add(spriteIcon);
            }

            ContextSettings context = new ContextSettings();

            context.DepthBits = 32;

            RenderWindow window = new RenderWindow(new VideoMode(800, 500), String.Empty, Styles.Default, context);

            window.SetActive();

            window.SetVisible(true);

            window.SetKeyRepeatEnabled(true);

            window.SetMouseCursorVisible(true);

            window.SetVerticalSyncEnabled(false);

            window.Closed += new EventHandler(
                delegate(object sender, EventArgs e)
                {
                    window.Close();

                    window.Dispose();
                }
            );

            window.GainedFocus += new EventHandler(
                delegate(object sender, EventArgs e)
                {

                }
            );

            window.LostFocus += new EventHandler(
                delegate(object sender, EventArgs e)
                {

                }
            );

            window.KeyPressed += new EventHandler<KeyEventArgs>(
                delegate(object sender, KeyEventArgs e)
                {
                    if (e.Code == Keyboard.Key.Escape)
                    {
                        /*
                        sound.Stop();

                        sound.Dispose();

                        buffer.Dispose();
                        */

                        window.Close();

                        window.Dispose();
                    }

                    if (e.Code == Keyboard.Key.Right)
                    {
                        if (col < 4)
                        {
                            col += 1;
                        }
                    }

//.........这里部分代码省略.........
开发者ID:erinus,项目名称:SFML,代码行数:101,代码来源:Program.cs

示例6: LoadContentInitialize

        private static void LoadContentInitialize()
        {
            Char1Model = new Model();
            Char1Model.name = "Character_1_Model";
            Char1Model.gibArmFile = "gibArm.png";
            Char1Model.gibBodyFile = "gibBody.png";
            Char1Model.gibHeadFile = "gibHead.png";
            Char1Model.gibLowerLegFile = "gibLowerLeg.png";
            Char1Model.gibUpperLegFile = "gibUpperLeg.png";
            Char1Model.idleFile = "idle.png";
            Char1Model.jumpDownFile = "jumpDown.png";
            Char1Model.jumpUpFile = "jumpUp.png";
            Char1Model.runFile = "run.png";
            Char1Model.pistolHand = "pistolHand.png";

            Char2Model = new Model();
            Char2Model.name = "Character_2_Model";
            Char2Model.gibArmFile = "char2_gibArm.png";
            Char2Model.gibBodyFile = "char2_gibBody.png";
            Char2Model.gibHeadFile = "char2_gibHead.png";
            Char2Model.gibLowerLegFile = "char2_gibLowerLeg.png";
            Char2Model.gibUpperLegFile = "char2_gibUpperLeg.png";
            Char2Model.idleFile = "char2_idle.png";
            Char2Model.jumpDownFile = "char2_jumpDown.png";
            Char2Model.jumpUpFile = "char2_jumpUp.png";
            Char2Model.runFile = "char2_run.png";
            Char2Model.pistolHand = "char2_pistolHand.png";

            window = new RenderWindow(
                new VideoMode(800, 600), "Project Iris", Styles.Resize);

            window.SetFramerateLimit(60);
            window.SetMouseCursorVisible(false);
            window.Closed += (o, e) =>
            {
                dm.Close();
                window.Close();
            };

            window.GainedFocus += (o, e) =>
            {
                Input.isActive = true;
            };
            window.LostFocus += (o, e) =>
            {
                Input.isActive = false;
            };

            Camera = new View(window.DefaultView);
            Camera.Size = new Vector2f(800 / 2, 600 / 2);
            GuiCamera = new View(window.DefaultView);
            GuiCamera.Size = new Vector2f(800 / 2, 600 / 2);
            soundInstances = new List<SoundInstance>() { };
            dm = new Deathmatch();
            mm = new Menu();
            gamestate = mm;
        }
开发者ID:libjared,项目名称:iris,代码行数:57,代码来源:MainGame.cs

示例7: Main

        static void Main()
        {
            // Create the main window
               CurrentSaveData = 0;
               Data d = new Data();
               Data = d;

               d.CreateTerrain();
               d.CreateSpriteData();
               d.CreateTileData();
               d.CreateItems();
               d.CreateSpawnable();

               List<GameState> _gameState = new List<GameState>();
               State = _gameState;

               MainMap m;
               MouseState = 0;
               InState = 0;
               MapGenerator mg = new MapGenerator();
               m = mg.NewMap();

               MyMap = m;
               Generator = mg;

               d.CreateLivingObjectData();

               PlayerData test = new PlayerData();
               test.MainParty.AddMember(((NPC)d.MyLivingObject[0]));
               d.MyPlayerData.Add(test);
               d.MyPlayerData[CurrentSaveData].MainParty.MyParty[0].Inventory[0] = new SpawnItems(0);
               d.MyPlayerData[CurrentSaveData].MainParty.MyParty[0].Inventory[1] = new SpawnItems(1);
               d.MyPlayerData[CurrentSaveData].MainParty.MyParty[0].Inventory[2] = new SpawnItems(1);
               //d.MyPlayerData[Program.CurrentSaveData].MainParty.MyParty[0].EquipItems(1);
               d.MyPlayerData[CurrentSaveData].MainParty.AddMember((NPC)d.MyLivingObject[1]);

               Font font = new Font("Georgia.ttf");
               List<string> stuff = new List<string>();

              RenderWindow Screen = new RenderWindow(new VideoMode(1040, 768), "Wandering Soul - The Legacy");
              RW = Screen;
              Screen.SetFramerateLimit(60);
              Screen.Closed += new EventHandler(OnClose);
              Screen.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
              Screen.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(OnMousePress);
              Screen.MouseMoved += new EventHandler<MouseMoveEventArgs>(OnMouseMove);
               Screen.MouseButtonReleased += new EventHandler<MouseButtonEventArgs>(OnMouseRelease);

               Screen.SetMouseCursorVisible(false);

              _gameState.Add(new MainMenuState(Screen));
              _gameState.Add(new InGameState(Screen, 0));

              Color windowColor = new Color(0, 0, 0);

              Text t;
              SFML.Graphics.Sprite s;

              // Start the game loop
              while (Screen.IsOpen()) {
             // Process events

              stuff.Clear();
              string ministuff = "";
              foreach (Terrain ter in MyMap.SpawnedTerrain)
              {
              ministuff = "";
              ministuff += ter.MinHorizontal + ", " + ter.MaxHorizontal + ", " + ter.MinVertical + ", " + ter.MaxVertical;
              stuff.Add(ministuff);
              }

             Screen.DispatchEvents();

             // Clear screen
             Screen.Clear(windowColor);

             _gameState[InState].Update();
             _gameState[InState].Draw();

             /*for (int i = 0; i < stuff.Count; i++)
             {
             t = new Text(stuff[i], font);
             t.Position = new Vector2f(50, i * 20 + 50);
             Screen.Draw(t);
             }*/

             //t = new Text("Min X: " + MyMap.MinX + ", Min Y: " + MyMap.MinY + ", Max X: " + MyMap.MaxX + ", Max Y: " + MyMap.MaxY + ", " + MyMap.SpawnedTerrain[0].Size.ToString() + ", Spawned Terrain Count: " + MyMap.SpawnedTerrain.Count, font);
             //t.Position = new Vector2f(0, 0);
             //Screen.Draw(t);
             t = new Text("X: " + (Mouse.GetPosition(Screen).X / 16 + Program.Data.MyPlayerData[CurrentSaveData].MainParty.MyParty[0].X - Screen.Size.X / 2 / 16 - 1) + ", Y: " + ((Mouse.GetPosition(Screen).Y + 8) / 16 + Program.Data.MyPlayerData[CurrentSaveData].MainParty.MyParty[0].Y - Screen.Size.Y / 2 / 16 - 1), Program.Data.Font);
            Screen.SetView(new View(new FloatRect(0, 0, Screen.Size.X, Screen.Size.Y)));
            t.Position = new Vector2f(0, 0);
            Screen.Draw(t);

              s = new SFML.Graphics.Sprite(Program.Data.SpriteBasedOnType(SpriteType.Mouse)[MouseState]);
              switch ((MouseStateType)MouseState)
              {
              case MouseStateType.Normal:
                  s.Position = new Vector2f(Mouse.GetPosition(Screen).X - 3, Mouse.GetPosition(Screen).Y);
                  break;
//.........这里部分代码省略.........
开发者ID:ComposerCookie,项目名称:WanderingSoul,代码行数:101,代码来源:Program+(Jacqueline+Tran's+conflicted+copy+2014-10-27).cs

示例8: InitWindow

        public static bool InitWindow(Styles style)
        {
            int width, height;
            if (!_game.TryGetData("screen_width", out width))
            {
                Console.WriteLine("No screen width set in game.sgm.");
                return false;
            }
            if (!_game.TryGetData("screen_height", out height))
            {
                Console.WriteLine("No screen height set in game.sgm.");
                return false;
            }

            if (width <= 0 || height <= 0)
            {
                Console.WriteLine("Invalid width and height in game.sgm.");
                return false;
            }

            GlobalProps.Width = width;
            GlobalProps.Height = height;

            if (Scaled)
            {
                width *= 2;
                height *= 2;
            }
            _clipper.Width = width;
            _clipper.Height = height;

            GlobalProps.BasePath = Path.GetDirectoryName(_game.FileName);

            if (!_game.TryGetData("name", out GlobalProps.GameName))
            {
                Console.WriteLine("No name set in game.sgm.");
                return false;
            }

            if (style == Styles.Fullscreen && (width < 640 || height < 480))
            {
                width = 640;
                height = 480;
            }

            _window = new RenderWindow(new VideoMode((uint)width, (uint)height), GlobalProps.GameName, style);

            if (Scaled)
            {
                View v = _window.GetView();
                v.Size = new Vector2f(GlobalProps.Width, GlobalProps.Height);
                v.Center = new Vector2f(GlobalProps.Width / 2, GlobalProps.Height / 2);
                _window.SetView(v);
            }

            _window.SetMouseCursorVisible(false);
            GlobalInput.AddWindowHandlers(_window);
            Program._window.SetFramerateLimit((uint)_internal_fps);
            Program._window.SetMouseCursorVisible(false);

            GlobalPrimitives.Target = _window;
            Batch = new SpriteBatch(_window);

            FindIcon();
            return true;
        }
开发者ID:Radnen,项目名称:sphere-sfml,代码行数:66,代码来源:Program.cs

示例9: Main

        static void Main()
        {
            // Create the main window
               CurrentSaveData = 0;
               Data d = new Data();
               Data = d;

               d.CreateGraphicPath();
               d.CreateTerrain();
               d.CreateSpriteData();
               d.CreateTileData();
               d.CreateAnimation();
               d.CreateAttack();
               d.CreateItems();
               d.CreateSpawnable();
               d.CreateKnowledge();
               d.CreateFaceData();
               d.CreateBodyData();
               d.CreateHairData();
               d.CreateTileVariation();
               d.LoadPlayerData();
               d.LoadWorldData();

               List<GameState> _gameState = new List<GameState>();
               State = _gameState;

               MainMap m;
               MouseState = 0;
               InState = 0;
               MapGenerator mg = new MapGenerator();
               m = mg.NewMap();

               MyMap = m;
               Generator = mg;

               Font font = new Font("Georgia.ttf");
               List<string> stuff = new List<string>();

               RenderWindow Screen = new RenderWindow(new VideoMode(1040, 768), "Wandering Soul - The Legacy");
               VisibleMaxX = 1040 / 16;
               VisibleMaxY = 768 / 16;
               RW = Screen;
               Screen.SetFramerateLimit(60);
               Screen.Closed += new EventHandler(OnClose);
               Screen.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
               Screen.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(OnMousePress);
               Screen.MouseMoved += new EventHandler<MouseMoveEventArgs>(OnMouseMove);
               Screen.MouseButtonReleased += new EventHandler<MouseButtonEventArgs>(OnMouseRelease);
               Screen.Resized +=new EventHandler<SizeEventArgs>(OnScreenResize);

               Screen.SetMouseCursorVisible(false);

               _gameState.Add(new MainMenuState(Screen));
               _gameState.Add(new InGameState(Screen));

               Color windowColor = new Color(0, 0, 0);

               Text t;
               SFML.Graphics.Sprite s;

               // Start the game loop
               while (Screen.IsOpen()) {
             // Process events

             Screen.DispatchEvents();

             // Clear screen
             Screen.Clear(windowColor);

             _gameState[InState].Update();
             _gameState[InState].Draw();

             /*for (int i = 0; i < stuff.Count; i++)
             {
             t = new Text(stuff[i], font);
             t.Position = new Vector2f(50, i * 20 + 50);
             Screen.Draw(t);
             }*/

             //t = new Text("Min X: " + MyMap.MinX + ", Min Y: " + MyMap.MinY + ", Max X: " + MyMap.MaxX + ", Max Y: " + MyMap.MaxY + ", " + MyMap.SpawnedTerrain[0].Size.ToString() + ", Spawned Terrain Count: " + MyMap.SpawnedTerrain.Count, font);
             //t.Position = new Vector2f(0, 0);
             //Screen.Draw(t);

             Screen.SetView(new View(new FloatRect(0, 0, Screen.Size.X, Screen.Size.Y)));

             s = new SFML.Graphics.Sprite(Program.Data.SpriteBasedOnType(SpriteType.Mouse)[MouseState]);
             switch ((MouseStateType)MouseState)
             {
             case MouseStateType.Normal:
                 s.Position = new Vector2f(Mouse.GetPosition(Screen).X - 3, Mouse.GetPosition(Screen).Y);
                 break;
             case MouseStateType.Dragging:
                  s.Position = new Vector2f(Mouse.GetPosition(Screen).X - 2, Mouse.GetPosition(Screen).Y + 3);
                  break;
             }
             Screen.Draw(s);
             // Update the window
             Screen.Display();
              } //End game loop
        }
开发者ID:ComposerCookie,项目名称:WanderingSoul,代码行数:100,代码来源:Program.cs


注:本文中的SFML.Graphics.RenderWindow.SetMouseCursorVisible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。