614 lines
17 KiB
C#
Raw Normal View History

#region Using Statements
2011-10-31 05:36:24 +00:00
using System;
using System.Collections.Generic;
2011-10-31 05:36:24 +00:00
using ANX.Framework.Content;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.PlatformSystem;
using ANX.Framework.NonXNA.SoundSystem;
2011-10-31 05:36:24 +00:00
#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
2011-10-31 05:36:24 +00:00
#region Patch-Log
/*
* 12/03/2012 #13365 clcrutch
*/
#endregion
2012-12-03 08:17:09 +00:00
2011-10-31 05:36:24 +00:00
namespace ANX.Framework
{
[PercentageComplete(60)]
[TestState(TestStateAttribute.TestState.Untested)]
[Developer("Glatzemann")]
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
public class Game : IDisposable
{
#region Private Members
private IGraphicsDeviceManager graphicsDeviceManager;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
private IGraphicsDeviceService graphicsDeviceService;
private GameServiceContainer gameServices;
protected bool firstUpdateDone;
protected bool firstDrawDone;
private bool drawingSlow;
private bool inRun;
2012-12-03 08:17:09 +00:00
private bool isInitialized;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
private GameHost host;
private bool ShouldExit;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
private GameTimer gameTimer;
private TimeSpan gameTimeAccu;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
private GameTime gameTime;
private TimeSpan totalGameTime;
private long updatesSinceRunningSlowly1;
private long updatesSinceRunningSlowly2;
private bool suppressDraw;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
private GameTime gameUpdateTime;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
private ContentManager content;
private List<IGameComponent> drawableGameComponents;
#endregion
#region Events
public event EventHandler<EventArgs> Activated;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
public event EventHandler<EventArgs> Deactivated;
public event EventHandler<EventArgs> Disposed;
public event EventHandler<EventArgs> Exiting;
#endregion
public Game()
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{
Logger.Info("created a new Game-Class");
this.gameServices = new GameServiceContainer();
this.gameTime = new GameTime();
try
{
AddInSystemFactory.Instance.Initialize();
}
catch (Exception ex)
{
Logger.Error("Error while initializing AddInSystem: " + ex);
throw new AddInLoadingException("Error while initializing AddInSystem.", ex);
}
AddSystemCreator<IInputSystemCreator>();
AddSystemCreator<ISoundSystemCreator>();
AddSystemCreator<IRenderSystemCreator>();
FrameworkDispatcher.Update();
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
CreateGameHost();
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Logger.Info("creating ContentManager");
this.content = new ContentManager(this.gameServices);
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Logger.Info("creating GameTimer");
this.gameTimer = new GameTimer();
this.IsFixedTimeStep = true;
this.gameUpdateTime = new GameTime();
this.InactiveSleepTime = TimeSpan.FromMilliseconds(20.0);
this.TargetElapsedTime = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / 60L); // default is 1/60s
//TODO: implement draw- and update-order handling of GameComponents
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
this.Components = new GameComponentCollection();
this.Components.ComponentAdded += components_ComponentAdded;
this.Components.ComponentRemoved += components_ComponentRemoved;
this.drawableGameComponents = new List<IGameComponent>();
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Logger.Info("finished initializing new Game class");
this.IsActive = true;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
#region CreateGameHost
private void CreateGameHost()
{
Logger.Info("creating GameHost");
host = PlatformSystem.Instance.CreateGameHost(this);
host.Activated += HostActivated;
host.Deactivated += HostDeactivated;
host.Suspend += HostSuspend;
host.Resume += HostResume;
host.Idle += HostIdle;
host.Exiting += HostExiting;
}
#endregion
#region AddSystemCreator
private T AddSystemCreator<T>() where T : class, ICreator
{
T creator = AddInSystemFactory.Instance.GetDefaultCreator<T>();
if (creator != null)
this.gameServices.AddService(typeof(T), creator);
return creator;
}
#endregion
protected virtual void Initialize()
{
2012-12-03 08:17:09 +00:00
if (!this.isInitialized)
{
foreach (GameComponent component in this.Components)
{
component.Initialize();
}
this.isInitialized = true;
2012-12-03 08:17:09 +00:00
this.LoadContent();
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
protected virtual void Update(GameTime gameTime)
{
foreach (IUpdateable updateable in this.Components)
{
if (updateable.Enabled)
{
updateable.Update(gameTime);
}
}
FrameworkDispatcher.Update();
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
protected virtual void Draw(GameTime gameTime)
{
foreach (IDrawable drawable in this.drawableGameComponents)
{
if (drawable.Visible)
{
drawable.Draw(gameTime);
}
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
protected virtual void LoadContent()
{
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
protected virtual void UnloadContent()
{
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
protected virtual void BeginRun()
{
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
protected virtual void EndRun()
{
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
public void RunOneFrame()
{
throw new NotImplementedException();
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
public void SuppressDraw()
{
this.suppressDraw = true;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
public void ResetElapsedTime()
{
//TODO Check if it works right
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
gameTimeAccu = TimeSpan.Zero;
}
protected virtual bool BeginDraw()
{
if ((this.graphicsDeviceManager != null) && !this.graphicsDeviceManager.BeginDraw())
{
return false;
}
//Logger.BeginLogEvent(LoggingEvent.Draw, "");
return true;
}
protected virtual void EndDraw()
{
if (this.graphicsDeviceManager != null)
{
this.graphicsDeviceManager.EndDraw();
}
}
public void Exit()
{
this.ShouldExit = true;
this.host.Exit();
}
public void Run()
{
this.RunGame();
}
public void Tick()
{
if (this.ShouldExit)
{
return;
}
// Throttle speed when the game is not active
if (!this.IsActive)
{
ThreadHelper.Sleep(InactiveSleepTime);
}
gameTimer.Update();
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
//Do an additional update cycle at the beginning to be compatible with XNA.
if (!firstUpdateDone)
{
this.Update(this.gameTime);
this.firstUpdateDone = true;
}
bool skipDraw = IsFixedTimeStep ? DoFixedTimeStep(gameTimer.Elapsed) : DoTimeStep(gameTimer.Elapsed);
this.suppressDraw = false;
if (skipDraw == false)
{
DrawFrame();
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
private bool DoFixedTimeStep(TimeSpan time)
{
bool skipDraw = false;
if (Math.Abs(time.Ticks - this.TargetElapsedTime.Ticks) < this.TargetElapsedTime.Ticks >> 6)
{
time = this.TargetElapsedTime;
}
this.gameTimeAccu += time;
long updateCount = this.gameTimeAccu.Ticks / this.TargetElapsedTime.Ticks;
if (updateCount <= 0)
{
return false;
}
if (updateCount > 1)
{
this.updatesSinceRunningSlowly2 = this.updatesSinceRunningSlowly1;
this.updatesSinceRunningSlowly1 = 0;
}
else
{
this.updatesSinceRunningSlowly1++;
this.updatesSinceRunningSlowly2++;
}
this.drawingSlow = (this.updatesSinceRunningSlowly2 < 20);
while (updateCount > 0)
{
if (this.ShouldExit)
{
break;
}
updateCount -= 1L;
this.gameTime.ElapsedGameTime = this.TargetElapsedTime;
this.gameTime.TotalGameTime = this.totalGameTime;
this.gameTime.IsRunningSlowly = this.drawingSlow;
this.Update(this.gameTime);
skipDraw &= this.suppressDraw;
this.suppressDraw = false;
this.gameTimeAccu -= this.TargetElapsedTime;
this.totalGameTime += this.TargetElapsedTime;
}
return skipDraw;
}
private bool DoTimeStep(TimeSpan time)
{
this.gameTime.ElapsedGameTime = time;
this.gameTime.TotalGameTime = this.totalGameTime;
this.gameTime.IsRunningSlowly = false;
this.Update(this.gameTime);
this.totalGameTime += time;
return suppressDraw;
}
private void RunGame()
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{
this.graphicsDeviceManager = this.Services.GetService(typeof(IGraphicsDeviceManager)) as IGraphicsDeviceManager;
if (this.graphicsDeviceManager != null)
this.graphicsDeviceManager.CreateDevice();
this.Initialize();
this.inRun = true;
this.BeginRun();
this.gameTime.ElapsedGameTime = TimeSpan.Zero;
this.gameTime.TotalGameTime = this.totalGameTime;
this.gameTime.IsRunningSlowly = false;
this.host.Run();
this.EndRun();
}
private void DrawFrame()
{
if (!this.ShouldExit)
{
if (this.firstUpdateDone)
{
if (!this.Window.IsMinimized)
{
if (this.BeginDraw())
{
this.Draw(this.gameTime);
this.EndDraw();
if (!this.firstDrawDone)
{
this.firstDrawDone = true;
}
}
}
}
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
#region Public Properties
public GameServiceContainer Services
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{
get
{
return this.gameServices;
}
}
public ContentManager Content
{
get
{
return this.content;
}
set
{
this.content = value;
}
}
public GraphicsDevice GraphicsDevice
{
get
{
//TODO: GraphicsDevice property is heavily used. Maybe it is better to hook an event to the services container and
// cache the reference to the GraphicsDeviceService to prevent accessing the dictionary of the services container
IGraphicsDeviceService graphicsDeviceService = this.graphicsDeviceService;
if (graphicsDeviceService == null)
{
this.graphicsDeviceService = graphicsDeviceService = this.Services.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService;
//TODO: exception if null
}
return graphicsDeviceService.GraphicsDevice;
}
}
public GameWindow Window
{
get
{
return (host != null) ? host.Window : null;
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
}
public bool IsFixedTimeStep
{
get;
set;
}
public TimeSpan TargetElapsedTime
{
get;
set;
}
public TimeSpan InactiveSleepTime
{
get;
set;
}
public bool IsActive
{
get;
internal set;
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
public bool IsMouseVisible
{
get;
set;
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
public LaunchParameters LaunchParameters
{
get
{
throw new NotImplementedException();
}
}
public GameComponentCollection Components
{
get;
private set;
}
#endregion
internal bool IsActiveIgnoringGuide
{
get
{
throw new NotImplementedException();
}
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
this.Components.ComponentAdded -= components_ComponentAdded;
this.Components.ComponentRemoved -= components_ComponentRemoved;
IDisposable disposable;
var array = new IGameComponent[Components.Count];
Components.CopyTo(array, 0);
for (int i = 0; i < array.Length; i++)
{
disposable = (IDisposable)array[i];
if (disposable != null)
disposable.Dispose();
}
disposable = (IDisposable)graphicsDeviceManager;
if (disposable != null)
disposable.Dispose();
if (Disposed != null)
Disposed(this, EventArgs.Empty);
}
}
protected virtual bool ShowMissingRequirementMessage(Exception exception)
{
throw new NotImplementedException();
}
#region Event Handling
protected virtual void OnActivated(Object sender, EventArgs args)
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
{
RaiseIfNotNull(this.Activated, sender, args);
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
protected virtual void OnDeactivated(Object sender, EventArgs args)
{
RaiseIfNotNull(this.Deactivated, sender, args);
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
protected virtual void OnExiting(Object sender, EventArgs args)
{
RaiseIfNotNull(this.Exiting, sender, args);
two commits were missing, both by KorsarNek: "Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
}
private void RaiseIfNotNull(EventHandler<EventArgs> eventDelegate, Object sender, EventArgs args)
{
if (eventDelegate != null)
{
eventDelegate(sender, args);
}
}
private void components_ComponentRemoved(object sender, GameComponentCollectionEventArgs e)
{
if (e.GameComponent is IDrawable)
{
drawableGameComponents.Remove(e.GameComponent);
}
}
private void components_ComponentAdded(object sender, GameComponentCollectionEventArgs e)
{
if (e.GameComponent is IDrawable)
{
drawableGameComponents.Add(e.GameComponent);
}
2012-12-03 08:17:09 +00:00
if (isInitialized)
{
e.GameComponent.Initialize();
}
}
private void HostActivated(object sender, EventArgs e)
{
if (!IsActive)
{
this.IsActive = true;
this.OnActivated(this, EventArgs.Empty);
}
}
private void HostDeactivated(object sender, EventArgs e)
{
if (IsActive)
{
this.IsActive = false;
this.OnDeactivated(this, EventArgs.Empty);
}
}
private void HostExiting(object sender, EventArgs e)
{
ShouldExit = true;
//TODO: implement
//this.OnExiting(this, EventArgs.Empty);
}
private void HostIdle(object sender, EventArgs e)
{
this.Tick();
}
private void HostResume(object sender, EventArgs e)
{
//TODO: implement
//this.clock.Resume();
}
private void HostSuspend(object sender, EventArgs e)
{
//TODO: implement
//this.clock.Suspend();
}
#endregion
}
2011-10-31 05:36:24 +00:00
}