Icarus.Renderer Allows rendering in D3D. This is a single animation frame that is stored in such a format as to allow easy rendering with DirectX. If the bitmap passed in is larger than the maximum allowed texture size, the frame will be composited out of multiple pieces. The textures that make up this frame. Creates a texture from the frame. Returns null, because we shouldn't be saving D3D frames to files. Renders this frame into a sprite. The render parameters for drawing in Direct3D. The sprite to which we would like to render stuff. Initializes the rendering parameters. Gets the sprite that we would like to render stuff to. Text implementation for directx. The directx font corresponding to the system font we are using. This is a frame that utilizes DirectDraw for rendering stuff. Initialize the frame from a Bitmap The image to load true Return the Frame Image as a Bitmap The Frame Image Renders this frame into a sprite. Render parameters for drawing onto a direct draw surface. The surface onto which we will be rendering stuff. Initializes the render parameters. The target surface. Returns the surface onto which we want to draw stuff. This is the delegate that can be used to render something. This is a DirectX implementation of the game window. This is an abstract game window, which can be extended either to use DirectX or GDI for rendering the content. The size of the window. Whether we are operating in fullscreen or windowed mode. Whether or not we would like to cap the frame rate. How many frames per second should we render if we are capping the frame rate? The delay, in milliseconds, between frames. This will be set to true when we are trying to kill the window, so that the rendering thread has a chance to quit gracefully. The thread that updates the game graphics. Creates a new window with default parameters. Creates a new window with the specified title and other parameters - default. The title of the window Creates a new window. The title of the window True if we want to run in windowed mode, and false if we want to run in fullscreen mode Creates a new window. The title of the window True if we want to run in windowed mode, and false if we want to run in fullscreen mode The initial size of the window Destroy data in use due to Closing Event Arguments from the Event Take action due to change in Visibility Arguments from the Event Taje action due to Window resize Arguments from the Event Performs whatever functionality needs to be done to go windowed. Performs whatever functionality needs to be done to go full-screen. This is the function run by the This function will be called when all the constructor chains are through, and will finish up the initializations. This function should be overridden in the specific implementation of the window to figure out what special things need to be done when we go windowed. This function should be overridden in the specific implementation of the window to figure out what special things need to be done when we go full-screen. This function will be called at every frame. The default size of the game window. Gets or sets the title of the window, which will be used when in windowed mode, and also will be displayed in the task bar when the game is minimized. Gets or sets the size of the window. Gets or sets the windowed mode operation. Gets or sets whether or not we would like to cap the frame rate. If this is set to false, then we will update the screen as fast as possible. Otherwise, we will update the screen at most as fast as the FrameRate property says. The value is true by default. Gets or sets how many frames per second we should strive to render. Creates a new window with default parameters. Creates a new window with the specified title and other parameters - default. The title of the window Creates a new window. The title of the window True if we want to run in windowed mode, and false if we want to run in fullscreen mode Creates a new window. The title of the window True if we want to run in windowed mode, and false if we want to run in fullscreen mode The initial size of the window CancelResize - This is an event handler used to turn off the automatic resize handling that Managed D3D does behind the scenes not used not used OnDeviceLost - The device has been lost. Some resources will need to be freed to allow the device to be Reset. not used not used OnDeviceReset - The device has been successfully Reset. Settings lost by the Reset should be set here and any resources that were freed in OnDeviceLost should be reallocated. not used not used This function will be called when all the constructor chains are through, and will finish up the initializations. This function should be overridden in the specific implementation of the window to figure out what special things need to be done when we go windowed. This function should be overridden in the specific implementation of the window to figure out what special things need to be done when we go full-screen. This function will be called at every frame. The function used to render stuff. Render the scene to screen The function to render stuff. Summary description for Direct3DSettings. Singleton Implementation. Singleton Implementation. Should we render collision boxes. This is the virtual device through which we will be doing the rendering. Whether we are operating in fullscreen or windowed mode. How many frames do we skip between animation frames. 1 means at every graphics updated, we go to the next animation frame. The scroll margin. See field description for more. This is the control that we will be rendering to. Resets the device. Updates the windowed mode. The new value of the windowed mode. The presentation parameters for the rendering device. Initializes the presentation parameters. Initializes a rendering device to display contents in the control passed in. This is the control where the stuff rendered to the device will be redirected. Singleton Implementation. Gets or sets whether we should render collision boxes. Gets the device through which we will be doing the rendering. Returns the intended usage of textures when rendering. Ok, this bit is kinda funky. DirectX documentation says that when we create a texture, it's Usage parameter should match the corresponding device's CreateFlags. So when we get around to actually creating devices, it'll probably be a good idea to fill this function in. Gets or sets whether we are operating in fullscreen or windowed mode. How many frames do we skip between animation frames. 1 means at every graphics updated, we go to the next animation frame. Gets or sets the scroll margin. If the player character comes to within this many pixels of any edge of the screen, the view will be recentered on him. Returns the maximum texture size allowed by the device. Gets the control that we are rendering to. This is the class that actually renders stuff. Initializes the view renderer. Returns the point on the screen corresponding to the point p in the stage s. Renders the animation. Renders a level.