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Blarg.GameFramework/Game.Core/GameApp.cs

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C#
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using System;
using PortableGL;
using Blarg.GameFramework;
using Blarg.GameFramework.Graphics;
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using Blarg.GameFramework.Graphics.Helpers;
using Blarg.GameFramework.Support;
namespace Game
{
public class GameApp : IGameApp
{
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FlatWireframeGrid _grid;
FreeMovementCamera _camera;
public GameApp()
{
}
public void OnAppGainFocus()
{
}
public void OnAppLostFocus()
{
}
public void OnAppPause()
{
}
public void OnAppResume()
{
}
public void OnLoad()
{
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_camera = new FreeMovementCamera(Platform.GraphicsDevice.ViewContext);
_camera.Position = new Vector3(0.0f, 5.0f, 0.0f);
Platform.GraphicsDevice.ViewContext.Camera = _camera;
_grid = new FlatWireframeGrid(Platform.GraphicsDevice, 32, 32);
}
public void OnUnload()
{
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Platform.GraphicsDevice.ViewContext.Camera = null;
}
public void OnLostContext()
{
}
public void OnNewContext()
{
}
public void OnRender(float delta)
{
Platform.GraphicsDevice.Clear(0.25f, 0.5f, 1.0f, 1.0f);
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var shader = Platform.GraphicsDevice.SimpleColorShader;
Platform.GraphicsDevice.BindShader(shader);
shader.SetModelViewMatrix(Platform.GraphicsDevice.ViewContext.ModelViewMatrix);
shader.SetProjectionMatrix(Platform.GraphicsDevice.ViewContext.ProjectionMatrix);
_grid.Render();
Platform.GraphicsDevice.UnbindShader();
}
public void OnResize(ScreenOrientation orientation, Rect size)
{
}
public void OnUpdate(float delta)
{
if (Platform.Keyboard.IsPressed(Blarg.GameFramework.Input.Key.Escape))
Platform.Application.Quit();
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_camera.OnUpdate(delta);
}
public void Dispose()
{
}
}
}