SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

129 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Input;
using Windows.ApplicationModel.Infrastructure;
using ANX.Framework;
// 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
namespace ANX.PlatformSystem.Metro
{
public class WindowsGameHost : GameHost, IViewProviderFactory
{
private Game game;
private WindowsGameWindow gameWindow;
private bool exitRequested;
public WindowsGameHost(Game game)
: base(game)
{
this.game = game;
this.gameWindow = new WindowsGameWindow();
}
public IViewProvider CreateViewProvider()
{
return gameWindow;
}
public override void Run()
{
//Windows.ApplicationModel.Core.CoreApplication.Run(this);
throw new NotImplementedException();
}
public override GameWindow Window
{
get
{
return this.gameWindow;
}
}
public override void Exit()
{
this.exitRequested = true;
}
}
//public class WindowsGameHost : GameHost, IViewProvider
//{
// private Game game;
// private WindowsGameWindow gameWindow;
// private bool exitRequested;
// public WindowsGameHost(Game game)
// : base(game)
// {
// this.game = game;
// //this.LockThreadToProcessor();
// this.gameWindow = new WindowsGameWindow();
// Mouse.WindowHandle = this.gameWindow.Handle; //TODO: find a way to initialize all InputSystems with one Handle
// Keyboard.WindowHandle = this.gameWindow.Handle;
// //TouchPanel.WindowHandle = this.gameWindow.Handle;
// //this.gameWindow.IsMouseVisible = game.IsMouseVisible;
// this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
// this.gameWindow.Deactivated += new EventHandler<EventArgs>(this.GameWindowDeactivated);
// //this.gameWindow.Suspend += new EventHandler<EventArgs>(this.GameWindowSuspend);
// //this.gameWindow.Resume += new EventHandler<EventArgs>(this.GameWindowResume);
// }
// public override void Run()
// {
// Application.Idle += new EventHandler(this.ApplicationIdle);
// Application.Run(this.gameWindow.Form);
// Application.Idle -= this.ApplicationIdle;
// }
// public void RunOneFrame()
// {
// //this.gameWindow.Tick();
// base.OnIdle();
// }
// public override GameWindow Window
// {
// get
// {
// return this.gameWindow;
// }
// }
// public override void Exit()
// {
// this.exitRequested = true;
// }
// private void GameWindowActivated(object sender, EventArgs e)
// {
// base.OnActivated();
// }
// private void GameWindowDeactivated(object sender, EventArgs e)
// {
// base.OnDeactivated();
// }
// private void ApplicationIdle(object sender, EventArgs e)
// {
// NativeMethods.Message message;
// while (!NativeMethods.PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
// {
// if (this.exitRequested)
// {
// this.gameWindow.Close();
// }
// else
// {
// this.RunOneFrame();
// }
// }
// }
//}
}