本文整理汇总了C#中SFML.Window.ContextSettings类的典型用法代码示例。如果您正苦于以下问题:C# ContextSettings类的具体用法?C# ContextSettings怎么用?C# ContextSettings使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ContextSettings类属于SFML.Window命名空间,在下文中一共展示了ContextSettings类的15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: Game
public Game(uint width = 1365, uint height = 768)
{
if (!File.Exists(IniFileName))
{
MessageBox.Show(string.Format("Brak pliku {0}!", IniFileName));
Environment.Exit(1);
}
ReadIniFile(IniFileName);
Players = new Dictionary<int, PlayerInstance>();
Width = width;
Height = height;
var settings = new ContextSettings { AntialiasingLevel = 8 };
Window = new RenderWindow(new VideoMode(Width, Height), "Nano War", Styles.Close, settings);
Window.Closed += (s, a) =>
{
GameClient.GameClient.Dispose();
Window.Close();
};
Window.SetVerticalSyncEnabled(true);
Window.SetKeyRepeatEnabled(false);
StateMachine = new StateMachine();
AudioManager = new AudioManager();
}
示例2: Main
private static void Main(string[] args)
{
var contextSettings = new ContextSettings {
DepthBits = 32
};
var window = new RenderWindow(new VideoMode(640, 480), "JukeSaver spike: SFML Basic", Styles.Default, contextSettings);
window.SetActive();
window.Closed += OnClosed;
window.KeyPressed += OnKeyPressed;
int r = 0, g = 0, b = 0;
var shape = new CircleShape() {
Position = new Vector2f(320, 240),
};
while (window.IsOpen()) {
window.DispatchEvents();
window.Clear(new Color((byte)r, (byte)g, (byte)b));
shape.Radius = (float)(80.0 + GetPulse() * 40.0);
shape.Origin = new Vector2f(shape.Radius * 0.5f, shape.Radius * 0.5f);
shape.Position = new Vector2f(320 - shape.Radius * 0.5f, 240 - shape.Radius * 0.5f);
shape.FillColor = new Color(50, (byte)(160 + 80 * GetPulse()), (byte)(40 - (40 * GetPulse())));
window.Draw(shape);
window.Display();
}
}
示例3: createDisplay
public static void createDisplay(bool VSync = false,int FPSCap = 60)
{
try
{
//Configure the settings of the Window
ContextSettings settings = new ContextSettings(24, 8, 4, 3, 2);
window = new RenderWindow(new VideoMode(Convert.ToUInt32(WIDTH), Convert.ToUInt32(HEIGHT)), "OpenGL", Styles.Default, settings);
Logger.Log(window.Settings.ToString(), Logger.Symbols.Warning);
if (VSync)
{
window.SetVerticalSyncEnabled(VSync);
}else
{
window.SetFramerateLimit(Convert.ToUInt32(FPSCap));
}
//Setup EventHandler
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
window.Resized += new EventHandler<SizeEventArgs>(OnResized);
//Init OpenTK
Toolkit.Init();
OpenTK.Graphics.GraphicsContext context = new OpenTK.Graphics.GraphicsContext(new ContextHandle(IntPtr.Zero), null);
GL.Viewport(0, 0, WIDTH, HEIGHT);
}
catch (Exception e)
{
Console.Error.WriteLine(e.StackTrace);
}
}
示例4: Init
public static void Init()
{
ContextSettings settings = new ContextSettings (32, 8, 4, 3, 3);
Styles windowStyle = Styles.Close;
if (FULLSCREEN) {
windowStyle = Styles.Fullscreen;
Game.Width = FULLSCREEN_WIDTH;
Game.Height = FULLSCREEN_HEIGHT;
Game.CameraWidth = FULLSCREEN_WIDTH;
Game.CameraHeight = FULLSCREEN_HEIGHT;
}
Context = new RenderWindow (new VideoMode ((uint)Game.Width, (uint)Game.Height), WindowTitleText, windowStyle, settings);
Context.Closed += OnClose;
Context.KeyPressed += KeyPressed;
Context.KeyReleased += KeyReleased;
Context.SetKeyRepeatEnabled (true);
Rand = new Random ();
EventMgr = new EventManager ();
World = new GameWorld ();
Camera = new View ();
Camera.Center = new Vector2f (CameraWidth / 2, CameraHeight / 2);
Camera.Size = new Vector2f (CameraWidth, CameraHeight); // Half Size
Context.SetView (Camera);
}
示例5: Game
public Game(uint antialias, bool hq)
{
settings = new ContextSettings();
settings.AntialiasingLevel = antialias;
player = new Player();
level = new Level();
highQuality = hq;
}
示例6: VideoSettings
public VideoSettings()
{
WindowStyle = Styles.Default; // Titlebar + Resize + Close
WindowSettings = VideoMode.DesktopMode;
OpenGLSettings = new ContextSettings();
RefreshRate = 30;
}
示例7: Game
public Game()
{
videoMode = new VideoMode(960, 540);
title = "SFML Game Window";
style = Styles.Close;
context = new ContextSettings();
ScreenManager = new ScreenManager();
}
示例8: Window
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
/// <param name="style">Window style (Resize | Close by default)</param>
/// <param name="settings">Creation parameters</param>
////////////////////////////////////////////////////////////
public Window(VideoMode mode, string title, Styles style, ContextSettings settings) :
base(IntPtr.Zero)
{
// Copy the title to a null-terminated UTF-32 byte array
byte[] titleAsUtf32 = System.Text.Encoding.UTF32.GetBytes(title + '\0');
unsafe
{
fixed (byte* titlePtr = titleAsUtf32)
{
SetThis(sfWindow_createUnicode(mode, (IntPtr)titlePtr, style, ref settings));
}
}
}
示例9: RenderWindow
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
/// <param name="style">Window style (Resize | Close by default)</param>
/// <param name="settings">Creation parameters</param>
////////////////////////////////////////////////////////////
public RenderWindow(VideoMode mode, string title, Styles style, ContextSettings settings) :
base(IntPtr.Zero, 0)
{
// Copy the string to a null-terminated UTF-32 byte array
byte[] titleAsUtf32 = Encoding.UTF32.GetBytes(title + '\0');
unsafe
{
fixed (byte* titlePtr = titleAsUtf32)
{
CPointer = sfRenderWindow_createUnicode(mode, (IntPtr)titlePtr, style, ref settings);
}
}
Initialize();
}
示例10: WindowConfig
public static void WindowConfig()
{
ContextSettings settings = new ContextSettings();
settings.AntialiasingLevel = 4;
myWindow = new RenderWindow(
new VideoMode(1600, 900),
"SFML Application (SFML.netV2.2 + Optimized Multithread)",
Styles.Fullscreen,
settings);
aspectRatio = myWindow.Size.X / (double)myWindow.Size.Y;
myWindow.SetVerticalSyncEnabled(true);
myWindow.SetKeyRepeatEnabled(false);
EventLinking(myWindow);
MyShapes.SetShapes();
}
示例11: Main
static void Main(string[] args)
{
var videoMode = new VideoMode(1000, 700);
var contextSettings = new ContextSettings(0, 0, 4);
RenderWindow window = new RenderWindow(videoMode, "Luda Diaria", Styles.Default, contextSettings);
window.SetActive(true);
window.Closed += (sender, e) => window.Close();
Global.Window = window;
Randomizer.Generator = new Random(42);
var input = InputManager.Instance;
input.Init();
StateManager.Instance.CurrentState = new LoadingState();
var lastTick = DateTime.Now;
const float maxTimeStep = 0.5f;
while (window.IsOpen())
{
float dt = (float)((DateTime.Now - lastTick).TotalSeconds);
lastTick = DateTime.Now;
window.DispatchEvents();
window.Clear(Color.Black);
if (input.IsKeyPressed(Keyboard.Key.Escape))
{
window.Close();
}
while (dt > 0)
{
//---UPDATE
var deltatTime = dt < maxTimeStep ? dt : maxTimeStep;
StateManager.Instance.CurrentState.Update(deltatTime);
dt -= maxTimeStep;
}
//---DRAW
StateManager.Instance.CurrentState.Draw(window, RenderStates.Default);
window.Display();
}
}
示例12: Main
private static void Main(string[] args)
{
var contextSettings = new ContextSettings { DepthBits = 32 };
var window = new RenderWindow(new VideoMode(640, 480), "SFML.Net starter kit", Styles.Default, contextSettings);
window.SetActive();
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
int r=0,g=0,b=0;
while (window.IsOpen())
{
window.DispatchEvents();
window.Clear(new Color((byte)r, (byte)g, (byte)b));
window.Display();
}
}
示例13: Init
public void Init()
{
ContextSettings settings = new ContextSettings();
settings.AntialiasingLevel = 8;
_window = new RenderWindow(new VideoMode(1600, 800), "Agar.net", Styles.Default, settings);
_window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
_window.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(OnMouseButtonPressed);
_sess = new Session(this);
cells = new Dictionary<uint, Cell>();
ownedCells = new List<uint>();
_size = new Vector2f(10000, 10000);
_viewX = _viewY = 5500;
_viewRatio = 1;
UpdateView();
playing = spectating = false;
}
示例14: Main
public static void Main()
{
var resolution = new VideoMode(WIDTH, HEIGHT, 32);
var windowSettings = new ContextSettings(32, 0, 4);
var window = new RenderWindow(resolution, "Lockheed the Game", Styles.Close, windowSettings);
window.Closed += Events.OnClose;
window.KeyPressed += Events.OnKeyPressed;
window.KeyReleased += Events.OnKeyReleased;
window.MouseButtonPressed += Events.OnMouseButtonPressed;
window.SetActive();
Level.Level newLevel = Level.Level.GenerateSingleLevel();
Character.Character glava = new Rogue("glava");
glava.CurrentSkill = new ProjectileSkill(
"fireball", 10, 10, 10, Tier.Beginner, 5, "weapons/projectiles/fireBall.png", 5);
EntityManager.CurrentLevel = newLevel;
EntityManager.Character = glava;
DateTime lastTick = DateTime.Now;
while (window.IsOpen())
{
float dt = (float)(DateTime.Now - lastTick).TotalMilliseconds;
lastTick = DateTime.Now;
window.DispatchEvents();
while (dt > 0)
{
EntityManager.Update();
dt -= MAX_TIMESTEP;
}
window.Clear(Color.Black);
EntityManager.Draw(window);
window.Display();
}
}
示例15: Main
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main()
{
// Request a 32-bits depth buffer when creating the window
ContextSettings contextSettings = new ContextSettings();
contextSettings.DepthBits = 32;
// Create the main window
Window window = new Window(new VideoMode(640, 480), "SFML window with OpenGL", Styles.Default, contextSettings);
// Make it the active window for OpenGL calls
window.SetActive();
// Initialize OpenTK
Toolkit.Init();
GraphicsContext context = new GraphicsContext(new ContextHandle(IntPtr.Zero), null);
// Setup event handlers
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
window.Resized += new EventHandler<SizeEventArgs>(OnResized);
// Set the color and depth clear values
GL.ClearDepth(1);
GL.ClearColor(0, 0, 0, 1);
// Enable Z-buffer read and write
GL.Enable(EnableCap.DepthTest);
GL.DepthMask(true);
// Disable lighting and texturing
GL.Disable(EnableCap.Lighting);
GL.Disable(EnableCap.Texture2D);
// Configure the viewport (the same size as the window)
GL.Viewport(0, 0, (int)window.Size.X, (int)window.Size.Y);
// Setup a perspective projection
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
float ratio = (float)(window.Size.X) / window.Size.Y;
GL.Frustum(-ratio, ratio, -1, 1, 1, 500);
// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
float[] cube = new float[]
{
// positions // colors (r, g, b, a)
-50, -50, -50, 0, 0, 1, 1,
-50, 50, -50, 0, 0, 1, 1,
-50, -50, 50, 0, 0, 1, 1,
-50, -50, 50, 0, 0, 1, 1,
-50, 50, -50, 0, 0, 1, 1,
-50, 50, 50, 0, 0, 1, 1,
50, -50, -50, 0, 1, 0, 1,
50, 50, -50, 0, 1, 0, 1,
50, -50, 50, 0, 1, 0, 1,
50, -50, 50, 0, 1, 0, 1,
50, 50, -50, 0, 1, 0, 1,
50, 50, 50, 0, 1, 0, 1,
-50, -50, -50, 1, 0, 0, 1,
50, -50, -50, 1, 0, 0, 1,
-50, -50, 50, 1, 0, 0, 1,
-50, -50, 50, 1, 0, 0, 1,
50, -50, -50, 1, 0, 0, 1,
50, -50, 50, 1, 0, 0, 1,
-50, 50, -50, 0, 1, 1, 1,
50, 50, -50, 0, 1, 1, 1,
-50, 50, 50, 0, 1, 1, 1,
-50, 50, 50, 0, 1, 1, 1,
50, 50, -50, 0, 1, 1, 1,
50, 50, 50, 0, 1, 1, 1,
-50, -50, -50, 1, 0, 1, 1,
50, -50, -50, 1, 0, 1, 1,
-50, 50, -50, 1, 0, 1, 1,
-50, 50, -50, 1, 0, 1, 1,
50, -50, -50, 1, 0, 1, 1,
50, 50, -50, 1, 0, 1, 1,
-50, -50, 50, 1, 1, 0, 1,
50, -50, 50, 1, 1, 0, 1,
-50, 50, 50, 1, 1, 0, 1,
-50, 50, 50, 1, 1, 0, 1,
50, -50, 50, 1, 1, 0, 1,
50, 50, 50, 1, 1, 0, 1,
};
// Enable position and color vertex components
GL.EnableClientState(EnableCap.VertexArray);
GL.EnableClientState(EnableCap.ColorArray);
GL.VertexPointer(3, VertexPointerType.Float, 7 * sizeof(float), Marshal.UnsafeAddrOfPinnedArrayElement(cube, 0));
GL.ColorPointer(4, ColorPointerType.Float, 7 * sizeof(float), Marshal.UnsafeAddrOfPinnedArrayElement(cube, 3));
// Disable normal and texture coordinates vertex components
GL.DisableClientState(EnableCap.NormalArray);
//.........这里部分代码省略.........