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IGame.cs
Go to the documentation of this file.
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// Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
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// This file is distributed under GPL v3. See LICENSE.md for details.
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using
System
;
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using
SiliconStudio.Core;
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using
SiliconStudio.Paradox.Games.Time;
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using
SiliconStudio.Paradox.Graphics;
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using
SiliconStudio.Core.Serialization.Assets;
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namespace
SiliconStudio.
Paradox
.Games
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{
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public
interface
IGame
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{
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/// <summary>
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/// Occurs when [activated].
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/// </summary>
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event
EventHandler<EventArgs>
Activated
;
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/// <summary>
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/// Occurs when [deactivated].
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/// </summary>
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event
EventHandler<EventArgs>
Deactivated
;
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/// <summary>
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/// Occurs when [exiting].
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/// </summary>
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event
EventHandler<EventArgs>
Exiting
;
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/// <summary>
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/// Occurs when [window created].
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/// </summary>
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event
EventHandler<EventArgs>
WindowCreated
;
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/// <summary>
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/// Gets the current game time.
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/// </summary>
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/// <value>The current game time.</value>
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GameTime
UpdateTime {
get
; }
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/// <summary>
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/// Gets the current draw time.
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/// </summary>
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/// <value>The current draw time.</value>
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GameTime
DrawTime {
get
; }
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/// <summary>
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/// Gets the draw interpolation factor, which is (<see cref="UpdateTime"/> - <see cref="DrawTime"/>) / <see cref="TargetElapsedTime"/>.
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/// If <see cref="IsFixedTimeStep"/> is false, it will be 0 as <see cref="UpdateTime"/> and <see cref="DrawTime"/> will be equal.
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/// </summary>
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/// <value>
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/// The draw interpolation factor.
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/// </value>
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float
DrawInterpolationFactor {
get
; }
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/// <summary>
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/// Gets the play time, can be changed to match to the time of the current rendering scene.
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/// </summary>
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/// <value>The play time.</value>
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TimerTick
PlayTime {
get
; }
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/// <summary>
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/// Gets or sets the <see cref="AssetManager"/>.
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/// </summary>
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/// <value>The content manager.</value>
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AssetManager
Asset {
get
; }
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/// <summary>
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/// Gets the game components registered by this game.
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/// </summary>
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/// <value>The game components.</value>
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GameSystemCollection
GameSystems {
get
; }
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/// <summary>
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/// Gets the game context.
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/// </summary>
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/// <value>The game context.</value>
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GameContext
Context {
get
; }
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/// <summary>
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/// Gets the graphics device.
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/// </summary>
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/// <value>The graphics device.</value>
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GraphicsDevice
GraphicsDevice
{
get
; }
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/// <summary>
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/// Gets or sets the inactive sleep time.
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/// </summary>
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/// <value>The inactive sleep time.</value>
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TimeSpan InactiveSleepTime {
get
; set; }
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/// <summary>
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/// Gets a value indicating whether this instance is active.
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/// </summary>
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/// <value><c>true</c> if this instance is active; otherwise, <c>false</c>.</value>
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bool
IsActive {
get
; }
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/// <summary>
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/// Gets or sets a value indicating whether this instance is fixed time step.
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/// </summary>
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/// <value><c>true</c> if this instance is fixed time step; otherwise, <c>false</c>.</value>
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bool
IsFixedTimeStep {
get
; set; }
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/// <summary>
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/// Gets or sets a value indicating whether draw can happen as fast as possible, even when <see cref="IsFixedTimeStep"/> is set.
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/// </summary>
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/// <value><c>true</c> if this instance allows desychronized drawing; otherwise, <c>false</c>.</value>
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bool
IsDrawDesynchronized {
get
; set; }
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/// <summary>
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/// Gets or sets a value indicating whether the mouse should be visible.
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/// </summary>
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/// <value><c>true</c> if the mouse should be visible; otherwise, <c>false</c>.</value>
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bool
IsMouseVisible {
get
; set; }
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/// <summary>
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/// Gets the launch parameters.
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/// </summary>
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/// <value>The launch parameters.</value>
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LaunchParameters
LaunchParameters
{
get
; }
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/// <summary>
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/// Gets a value indicating whether is running.
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/// </summary>
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bool
IsRunning {
get
; }
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/// <summary>
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/// Gets the service container.
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/// </summary>
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/// <value>The service container.</value>
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ServiceRegistry
Services {
get
; }
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/// <summary>
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/// Gets or sets the target elapsed time.
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/// </summary>
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/// <value>The target elapsed time.</value>
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TimeSpan TargetElapsedTime {
get
; set; }
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/// <summary>
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/// Gets the abstract window.
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/// </summary>
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/// <value>The window.</value>
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GameWindow
Window
{
get
; }
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/// <summary>
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/// Gets or sets the state.
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/// </summary>
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/// <value>The state.</value>
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GameState
State {
get
; set; }
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}
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}
SiliconStudio.Paradox.Games.IGame.WindowCreated
EventHandler< EventArgs > WindowCreated
Occurs when [window created].
Definition:
IGame.cs:32
SiliconStudio.Paradox.Games.Time.TimerTick
This provides timing information similar to System.Diagnostics.Stopwatch but an update occuring only ...
Definition:
TimerTick.cs:31
Window
SiliconStudio.Paradox.Games.IGame.Exiting
EventHandler< EventArgs > Exiting
Occurs when [exiting].
Definition:
IGame.cs:27
SiliconStudio.Shaders.Parser.System
A system file.
SiliconStudio.Paradox.Games.GameWindow
An abstract window.
Definition:
GameWindow.cs:35
SiliconStudio.Core.Serialization.Assets.AssetManager
Definition:
AssetManager.AssetReference.cs:12
SiliconStudio.Paradox.Graphics.GraphicsDevice
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
Definition:
GraphicsDevice.cs:15
SiliconStudio.Paradox.Games.IGame
Definition:
IGame.cs:12
SiliconStudio.Paradox.Games.GameTime
Current timing used for variable-step (real time) or fixed-step (game time) games.
Definition:
GameTime.cs:31
SiliconStudio.Paradox.Games.IGame.Activated
EventHandler< EventArgs > Activated
Occurs when [activated].
Definition:
IGame.cs:17
SiliconStudio.Paradox.Graphics.Paradox
Paradox image file.
SiliconStudio.Paradox.Games.GameSystemCollection
A collection of game components.
Definition:
GameSystemCollection.cs:33
SiliconStudio.Paradox.Games.GameContext
Contains context used to render the game (Control for WinForm, a DrawingSurface for WP8...
Definition:
GameContext.cs:31
SiliconStudio.Paradox.Games.LaunchParameters
Parameters used when launching an application.
Definition:
LaunchParameters.cs:32
SiliconStudio.Paradox.Games.GameState
GameState
Definition:
GameState.cs:5
SiliconStudio.Core.ServiceRegistry
Base implementation for IServiceRegistry
Definition:
ServiceRegistry.cs:34
SiliconStudio.Paradox.Games.IGame.Deactivated
EventHandler< EventArgs > Deactivated
Occurs when [deactivated].
Definition:
IGame.cs:22
sources
engine
SiliconStudio.Paradox.Games
IGame.cs
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