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C# RenderWindow.Show方法代码示例

本文整理汇总了C#中SFML.Graphics.RenderWindow.Show方法的典型用法代码示例。如果您正苦于以下问题:C# RenderWindow.Show方法的具体用法?C# RenderWindow.Show怎么用?C# RenderWindow.Show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.Show方法的5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: InitializeVariables

        public static void InitializeVariables()
        {
            KeyCodeArray = Enum.GetValues(typeof(KeyCode));
            MouseButtonArray = Enum.GetValues(typeof(MouseButton));
            Running = true;
            InputDelayMax = 9;

            RenderWindow =
                new RenderWindow(
                    new VideoMode((uint)CurrentGamemode.SFMLWindowWidth, (uint)CurrentGamemode.SFMLWindowHeight),
                    CurrentGamemode.Name);

            RenderWindow.SetFramerateLimit(60);

            RenderWindow.Show(true);
        }
开发者ID:SuperV1234,项目名称:VeeTileEngineOLD,代码行数:16,代码来源:SFML.cs

示例2: Main

        private static void Main(string[] args)
        {
            var form = new SettingsDialog();
            Application.EnableVisualStyles();
            Application.Run(form);
            videoMode = VideoMode.DesktopMode;
            RenderWindow window = new RenderWindow(videoMode, "Maze Crap", Styles.Fullscreen);
            window.EnableVerticalSync(Settings.Default.VerticalSync);
            window.ShowMouseCursor(false);
            window.Closed += (sender, e) => Application.Exit();
            window.KeyPressed += (sender, e) => ((RenderWindow) sender).Close();
            SetUpMaze();
            target = new Image(VideoMode.DesktopMode.Width/10, VideoMode.DesktopMode.Height/10) {Smooth = false};
            float accumulator = 0;
            float WaitTime = 0;
            var fps = (float) Settings.Default.Framerate;
            window.Show(true);
            bool hasrun = false;
            while (window.IsOpened())
            {
                accumulator += window.GetFrameTime();
                while (accumulator > fps)
                {
                    if (FinishedGenerating && !Solving)
                    {
                        if (WaitTime < Settings.Default.WaitTime && hasrun)
                        {
                            WaitTime += window.GetFrameTime();
                        }
                        else
                        {
                            WaitTime = 0;
                            CurrentCell = StartCell*2;
                            VisitedWalls[CurrentCell.X, CurrentCell.Y] = true;
                            CellStack.Clear();
                            Solving = true;
                            hasrun = true;
                        }
                        accumulator -= fps;
                        continue;
                    }
                    if (Solving && FinishedSolving)
                    {
                        if (WaitTime < Settings.Default.WaitTime)
                            WaitTime += window.GetFrameTime();
                        else
                        {
                            Solving = false;
                            FinishedGenerating = false;
                            FinishedSolving = false;
                            SetUpMaze();
                            continue;
                        }
                        continue;
                    }
                    if (Solving && !FinishedSolving)
                    {
                        if (Settings.Default.ShowSolving)
                            FinishedSolving = !SolveIterate(CellStack, Cells, Walls, StartCell, EndCell);
                        else
                        {
                            while (SolveIterate(CellStack, Cells, Walls, StartCell, EndCell)) ;
                            FinishedSolving = true;
                        }
                        accumulator -= fps;
                        continue;
                    }

                    if (Settings.Default.ShowGeneration)
                    {
                        FinishedGenerating = !GenerateIterate(CellStack, Cells, Walls);
                        hasrun = true;
                    }
                    else
                    {
                        while (GenerateIterate(CellStack, Cells, Walls)) ;
                        FinishedGenerating = true;
                    }
                    accumulator -= fps;
                    NeedsRedraw = true;
                }
                Render(window);
                window.Display();
                window.DispatchEvents();
            }
        }
开发者ID:Phyxius,项目名称:Maze-Gen,代码行数:86,代码来源:Program.cs

示例3: Main

        public Main()
        {
            StartPosition = FormStartPosition.Manual;
            InitializeComponent();

            Text = "Box2CS Level Editor - Box2D version " + Box2DVersion.Version.ToString();

            renderWindow = new RenderWindow(panel1.Handle, new ContextSettings(32, 0, 12));
            renderWindow.Resized += new EventHandler<SizeEventArgs>(render_Resized);
            renderWindow.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(renderWindow_MouseButtonPressed);
            renderWindow.MouseButtonReleased += new EventHandler<MouseButtonEventArgs>(renderWindow_MouseButtonReleased);
            renderWindow.MouseMoved += new EventHandler<MouseMoveEventArgs>(renderWindow_MouseMoved);
            renderWindow.KeyPressed += new EventHandler<SFML.Window.KeyEventArgs>(renderWindow_KeyPressed);
            renderWindow.KeyReleased += new EventHandler<SFML.Window.KeyEventArgs>(renderWindow_KeyReleased);
            renderWindow.Show(true);

            OnGLResize();
            Tao.FreeGlut.Glut.glutInit();

            debugDraw = new TestDebugDraw();
            debugDraw.Flags = DebugFlags.Shapes | DebugFlags.Joints | DebugFlags.CenterOfMasses;

            Gl.glEnable(Gl.GL_BLEND);
            Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
        }
开发者ID:RubisetCie,项目名称:box2c,代码行数:25,代码来源:Main.cs

示例4: 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.ShowMouseCursor(ShowMouseCursor);
            newValue.EnableVerticalSync(UseVerticalSync);
            newValue.SetActive();
            newValue.Show(true);
        }
开发者ID:mateuscezar,项目名称:netgore,代码行数:15,代码来源:GameBase.cs

示例5: RecreateRenderWindow

        void RecreateRenderWindow(IntPtr handle)
        {
            if (_rw != null)
            {
                if (!_rw.IsDisposed)
                    _rw.Dispose();

                _rw = null;
            }

            _rw = new RenderWindow(handle);
            _rw.EnableVerticalSync(false);
            _rw.Show(true);

            OnRenderWindowCreated(_rw);
        }
开发者ID:mateuscezar,项目名称:netgore,代码行数:16,代码来源:GraphicsDeviceControl.cs


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