- changed many things in ANX.Framework core assembly to make it compile using VS2011 and .NET 4.5 for Win8 (not finished yet)
175 lines
6.8 KiB
C#
175 lines
6.8 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.Windows.Metro;
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using ANX.Framework.Input;
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using Windows.ApplicationModel.Infrastructure;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework
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{
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public class WindowsGameHost : GameHost, IViewProviderFactory
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{
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private Game game;
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private WindowsGameWindow gameWindow;
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private bool exitRequested;
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public WindowsGameHost(Game game)
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: base(game)
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{
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this.game = game;
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this.gameWindow = new WindowsGameWindow();
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}
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public IViewProvider CreateViewProvider()
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{
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return gameWindow;
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}
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public override void Run()
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{
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//Windows.ApplicationModel.Core.CoreApplication.Run(this);
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throw new NotImplementedException();
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}
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public override GameWindow Window
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{
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get
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{
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return this.gameWindow;
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}
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}
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public override void Exit()
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{
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this.exitRequested = true;
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}
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}
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//public class WindowsGameHost : GameHost, IViewProvider
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//{
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// private Game game;
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// private WindowsGameWindow gameWindow;
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// private bool exitRequested;
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// public WindowsGameHost(Game game)
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// : base(game)
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// {
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// this.game = game;
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// //this.LockThreadToProcessor();
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// this.gameWindow = new WindowsGameWindow();
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// Mouse.WindowHandle = this.gameWindow.Handle; //TODO: find a way to initialize all InputSystems with one Handle
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// Keyboard.WindowHandle = this.gameWindow.Handle;
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// //TouchPanel.WindowHandle = this.gameWindow.Handle;
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// //this.gameWindow.IsMouseVisible = game.IsMouseVisible;
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// this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
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// this.gameWindow.Deactivated += new EventHandler<EventArgs>(this.GameWindowDeactivated);
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// //this.gameWindow.Suspend += new EventHandler<EventArgs>(this.GameWindowSuspend);
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// //this.gameWindow.Resume += new EventHandler<EventArgs>(this.GameWindowResume);
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// }
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// public override void Run()
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// {
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// Application.Idle += new EventHandler(this.ApplicationIdle);
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// Application.Run(this.gameWindow.Form);
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// Application.Idle -= this.ApplicationIdle;
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// }
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// public void RunOneFrame()
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// {
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// //this.gameWindow.Tick();
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// base.OnIdle();
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// }
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// public override GameWindow Window
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// {
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// get
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// {
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// return this.gameWindow;
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// }
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// }
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// public override void Exit()
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// {
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// this.exitRequested = true;
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// }
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// private void GameWindowActivated(object sender, EventArgs e)
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// {
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// base.OnActivated();
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// }
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// private void GameWindowDeactivated(object sender, EventArgs e)
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// {
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// base.OnDeactivated();
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// }
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// private void ApplicationIdle(object sender, EventArgs e)
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// {
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// NativeMethods.Message message;
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// while (!NativeMethods.PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
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// {
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// if (this.exitRequested)
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// {
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// this.gameWindow.Close();
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// }
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// else
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// {
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// this.RunOneFrame();
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// }
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// }
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// }
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//}
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}
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