
Public Member Functions | |
| TDView () | |
| void | LetItRun () |
| void | InitializeApplication () |
| Initializes the application. | |
| void | SetMediator (Mediator mediator) |
| This method can be used to set the mediator. | |
| bool | IsDeviceAcceptable (Microsoft.DirectX.Direct3D.Caps caps, Format adapterFormat, Format backBufferFormat, bool windowed) |
| Called during device initialization, this code checks the device for some minimum set of capabilities, and rejects those that don't pass by returning false. In this implementation we require at least support for shader 1.1 and we require a backbuffer format which does support alpha blending. | |
| void | ModifyDeviceSettings (DeviceSettings settings, Microsoft.DirectX.Direct3D.Caps caps) |
| This callback function is called immediately before a device is created to allow the application to modify the device settings. The supplied settings parameter contains the settings that the framework has selected for the new device, and the application can make any desired changes directly to this structure. Note however that the sample framework will not correct invalid device settings so care must be taken to return valid device settings, otherwise creating the Device will fail. | |
| void | OnFrameMove (Microsoft.DirectX.Direct3D.Device device, double appTime, float elapsedTime) |
| This callback function will be called once at the beginning of every frame. This is the best location for your application to handle updates to the scene, but is not intended to contain actual rendering calls, which should instead be placed in the OnFrameRender callback. | |
| void | OnFrameRender (Microsoft.DirectX.Direct3D.Device device, double appTime, float elapsedTime) |
| This callback function will be called at the end of every frame to perform all the rendering calls for the scene, and it will also be called if the window needs to be repainted. After this function has returned, the sample framework will call Device.Present to display the contents of the next buffer in the swap chain. | |
| void | InitSound () |
| void | OnKeyEvent (object sender, System.Windows.Forms.KeyEventArgs e) |
| As a convenience, the sample framework inspects the incoming windows messages for keystroke messages and decodes the message parameters to pass relevant keyboard messages to the application. The framework does not remove the underlying keystroke messages, which are still passed to the application's MsgProc callback. | |
| IntPtr | OnMsgProc (IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam, ref bool noFurtherProcessing) |
| Before handling window messages, the sample framework passes incoming windows messages to the application through this callback function. If the application sets noFurtherProcessing to true, the sample framework will not process the message. | |
| void | OnApplicationIdle (object sender, EventArgs e) |
| Fired when the application first gets idle. | |
| TDView () | |
| void | LetItRun () |
| void | InitializeApplication () |
| Initializes the application. | |
| void | SetMediator (Mediator mediator) |
| This method can be used to set the mediator. | |
| bool | IsDeviceAcceptable (Microsoft.DirectX.Direct3D.Caps caps, Format adapterFormat, Format backBufferFormat, bool windowed) |
| Called during device initialization, this code checks the device for some minimum set of capabilities, and rejects those that don't pass by returning false. In this implementation we require at least support for shader 1.1 and we require a backbuffer format which does support alpha blending. | |
| void | ModifyDeviceSettings (DeviceSettings settings, Microsoft.DirectX.Direct3D.Caps caps) |
| This callback function is called immediately before a device is created to allow the application to modify the device settings. The supplied settings parameter contains the settings that the framework has selected for the new device, and the application can make any desired changes directly to this structure. Note however that the sample framework will not correct invalid device settings so care must be taken to return valid device settings, otherwise creating the Device will fail. | |
| void | OnFrameMove (Microsoft.DirectX.Direct3D.Device device, double appTime, float elapsedTime) |
| This callback function will be called once at the beginning of every frame. This is the best location for your application to handle updates to the scene, but is not intended to contain actual rendering calls, which should instead be placed in the OnFrameRender callback. | |
| void | OnFrameRender (Microsoft.DirectX.Direct3D.Device device, double appTime, float elapsedTime) |
| This callback function will be called at the end of every frame to perform all the rendering calls for the scene, and it will also be called if the window needs to be repainted. After this function has returned, the sample framework will call Device.Present to display the contents of the next buffer in the swap chain. | |
| void | InitSound () |
| void | OnKeyEvent (object sender, System.Windows.Forms.KeyEventArgs e) |
| As a convenience, the sample framework inspects the incoming windows messages for keystroke messages and decodes the message parameters to pass relevant keyboard messages to the application. The framework does not remove the underlying keystroke messages, which are still passed to the application's MsgProc callback. | |
| IntPtr | OnMsgProc (IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam, ref bool noFurtherProcessing) |
| Before handling window messages, the sample framework passes incoming windows messages to the application through this callback function. If the application sets noFurtherProcessing to true, the sample framework will not process the message. | |
| void | OnApplicationIdle (object sender, EventArgs e) |
| Fired when the application first gets idle. | |
Public Attributes | |
| OutDoorScene | outdoorScene |
| bool | play = false |
Protected Member Functions | |
| override void | OnPaint (PaintEventArgs e) |
| When in edit mode all the rendering is performed here. When in edit mode we don't need to update our node quickly, we don't need to move at interactive speed whe just need to render on WM_PAINT message. | |
| override void | OnPaintBackground (PaintEventArgs e) |
| override void | OnMouseDoubleClick (MouseEventArgs e) |
| override void | WndProc (ref Message m) |
| We override this method in order to pass window messages to our camera (update arcball and everything). | |
| override void | Dispose (bool disposing) |
| Clean up any resources being used. | |
| override void | OnPaint (PaintEventArgs e) |
| When in edit mode all the rendering is performed here. When in edit mode we don't need to update our node quickly, we don't need to move at interactive speed whe just need to render on WM_PAINT message. | |
| override void | OnPaintBackground (PaintEventArgs e) |
| override void | OnMouseDoubleClick (MouseEventArgs e) |
| override void | WndProc (ref Message m) |
| We override this method in order to pass window messages to our camera (update arcball and everything). | |
| override void | Dispose (bool disposing) |
| Clean up any resources being used. | |
Properties | |
| bool | ReadyToGo [get, set] |
Definition at line 34 of file 3DView.cs.
| Editor.TDView.TDView | ( | ) |
| Editor.TDView.TDView | ( | ) |
| override void Editor.TDView.Dispose | ( | bool | disposing | ) | [protected] |
Clean up any resources being used.
| disposing | true if managed resources should be disposed; otherwise, false. |
Definition at line 14 of file 3DView.Designer.cs.
| override void Editor.TDView.Dispose | ( | bool | disposing | ) | [protected] |
Clean up any resources being used.
| disposing | true if managed resources should be disposed; otherwise, false. |
Definition at line 14 of file 3DView.Designer.cs.
| void Editor.TDView.InitializeApplication | ( | ) |
| void Editor.TDView.InitializeApplication | ( | ) |
| void Editor.TDView.InitSound | ( | ) |
| bool Editor.TDView.IsDeviceAcceptable | ( | Microsoft.DirectX.Direct3D.Caps | caps, | |
| Format | adapterFormat, | |||
| Format | backBufferFormat, | |||
| bool | windowed | |||
| ) |
Called during device initialization, this code checks the device for some minimum set of capabilities, and rejects those that don't pass by returning false. In this implementation we require at least support for shader 1.1 and we require a backbuffer format which does support alpha blending.
| bool Editor.TDView.IsDeviceAcceptable | ( | Microsoft.DirectX.Direct3D.Caps | caps, | |
| Format | adapterFormat, | |||
| Format | backBufferFormat, | |||
| bool | windowed | |||
| ) |
Called during device initialization, this code checks the device for some minimum set of capabilities, and rejects those that don't pass by returning false. In this implementation we require at least support for shader 1.1 and we require a backbuffer format which does support alpha blending.
| void Editor.TDView.LetItRun | ( | ) |
| void Editor.TDView.LetItRun | ( | ) |
| void Editor.TDView.ModifyDeviceSettings | ( | DeviceSettings | settings, | |
| Microsoft.DirectX.Direct3D.Caps | caps | |||
| ) |
This callback function is called immediately before a device is created to allow the application to modify the device settings. The supplied settings parameter contains the settings that the framework has selected for the new device, and the application can make any desired changes directly to this structure. Note however that the sample framework will not correct invalid device settings so care must be taken to return valid device settings, otherwise creating the Device will fail.
| void Editor.TDView.ModifyDeviceSettings | ( | DeviceSettings | settings, | |
| Microsoft.DirectX.Direct3D.Caps | caps | |||
| ) |
This callback function is called immediately before a device is created to allow the application to modify the device settings. The supplied settings parameter contains the settings that the framework has selected for the new device, and the application can make any desired changes directly to this structure. Note however that the sample framework will not correct invalid device settings so care must be taken to return valid device settings, otherwise creating the Device will fail.
| void Editor.TDView.OnApplicationIdle | ( | object | sender, | |
| EventArgs | e | |||
| ) |
| void Editor.TDView.OnApplicationIdle | ( | object | sender, | |
| EventArgs | e | |||
| ) |
| void Editor.TDView.OnFrameMove | ( | Microsoft.DirectX.Direct3D.Device | device, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) |
This callback function will be called once at the beginning of every frame. This is the best location for your application to handle updates to the scene, but is not intended to contain actual rendering calls, which should instead be placed in the OnFrameRender callback.
Definition at line 334 of file 3DView.cs.

| void Editor.TDView.OnFrameMove | ( | Microsoft.DirectX.Direct3D.Device | device, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) |
This callback function will be called once at the beginning of every frame. This is the best location for your application to handle updates to the scene, but is not intended to contain actual rendering calls, which should instead be placed in the OnFrameRender callback.
Definition at line 334 of file 3DView.cs.

| void Editor.TDView.OnFrameRender | ( | Microsoft.DirectX.Direct3D.Device | device, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) |
This callback function will be called at the end of every frame to perform all the rendering calls for the scene, and it will also be called if the window needs to be repainted. After this function has returned, the sample framework will call Device.Present to display the contents of the next buffer in the swap chain.
| void Editor.TDView.OnFrameRender | ( | Microsoft.DirectX.Direct3D.Device | device, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) |
This callback function will be called at the end of every frame to perform all the rendering calls for the scene, and it will also be called if the window needs to be repainted. After this function has returned, the sample framework will call Device.Present to display the contents of the next buffer in the swap chain.
| void Editor.TDView.OnKeyEvent | ( | object | sender, | |
| System.Windows.Forms.KeyEventArgs | e | |||
| ) |
As a convenience, the sample framework inspects the incoming windows messages for keystroke messages and decodes the message parameters to pass relevant keyboard messages to the application. The framework does not remove the underlying keystroke messages, which are still passed to the application's MsgProc callback.
| void Editor.TDView.OnKeyEvent | ( | object | sender, | |
| System.Windows.Forms.KeyEventArgs | e | |||
| ) |
As a convenience, the sample framework inspects the incoming windows messages for keystroke messages and decodes the message parameters to pass relevant keyboard messages to the application. The framework does not remove the underlying keystroke messages, which are still passed to the application's MsgProc callback.
| override void Editor.TDView.OnMouseDoubleClick | ( | MouseEventArgs | e | ) | [protected] |
| override void Editor.TDView.OnMouseDoubleClick | ( | MouseEventArgs | e | ) | [protected] |
| IntPtr Editor.TDView.OnMsgProc | ( | IntPtr | hWnd, | |
| NativeMethods.WindowMessage | msg, | |||
| IntPtr | wParam, | |||
| IntPtr | lParam, | |||
| ref bool | noFurtherProcessing | |||
| ) |
Before handling window messages, the sample framework passes incoming windows messages to the application through this callback function. If the application sets noFurtherProcessing to true, the sample framework will not process the message.
Definition at line 584 of file 3DView.cs.

| IntPtr Editor.TDView.OnMsgProc | ( | IntPtr | hWnd, | |
| NativeMethods.WindowMessage | msg, | |||
| IntPtr | wParam, | |||
| IntPtr | lParam, | |||
| ref bool | noFurtherProcessing | |||
| ) |
Before handling window messages, the sample framework passes incoming windows messages to the application through this callback function. If the application sets noFurtherProcessing to true, the sample framework will not process the message.
Definition at line 584 of file 3DView.cs.


| override void Editor.TDView.OnPaint | ( | PaintEventArgs | e | ) | [protected] |
| override void Editor.TDView.OnPaint | ( | PaintEventArgs | e | ) | [protected] |
| override void Editor.TDView.OnPaintBackground | ( | PaintEventArgs | e | ) | [protected] |
| override void Editor.TDView.OnPaintBackground | ( | PaintEventArgs | e | ) | [protected] |
| void Editor.TDView.SetMediator | ( | Mediator | mediator | ) |
| void Editor.TDView.SetMediator | ( | Mediator | mediator | ) |
| override void Editor.TDView.WndProc | ( | ref Message | m | ) | [protected] |
| override void Editor.TDView.WndProc | ( | ref Message | m | ) | [protected] |
| bool Editor.TDView::play = false |
1.5.8