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Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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Provides a base class for hosting Gondwana games in Windows Forms applications. More...
Protected Member Functions | |
| WinFormsGameHost (WinFormBitmapRenderSurfaceControl renderSurface) | |
| Initializes a new instance of the WinFormsGameHost class. | |
| override void | OnInputConfigured () |
| Called after input is configured during engine startup to initialize widget input for the render surface host. | |
| Protected Member Functions inherited from Gondwana.WinForms.Hosting.WinFormsGameHostBase | |
| WinFormsGameHostBase (Control renderSurface, Action< Scene, bool > bindScene) | |
| Initializes a new instance of the WinFormsGameHostBase class. | |
| override void | ConfigurePlatform () |
| Configures Windows Forms-specific platform features, including audio format support. | |
| override void | ConfigureKeyboard () |
| Configures the keyboard adapter for the Windows Forms render surface. | |
| override void | ConfigureMouse () |
| Configures the mouse adapter for the Windows Forms render surface. | |
| override void | ConfigureGamepads () |
| Configures gamepad support. By default, this method initializes the XInput gamepad manager, but it can be overridden in derived classes to provide custom gamepad configuration. | |
| override void | ConfigureTouch () |
| Configures touch input. By default, this method does not perform any actions, but it can be overridden in derived classes to set up touch input handling. | |
| override void | BindScene () |
| Binds the current scene to the render surface host. | |
| override void | OnSceneBound () |
| Called after the current scene has been bound to the Windows Forms render surface host. | |
| virtual void | OnConfigurePlatform () |
| Provides a hook for configuring platform-specific settings during initialization. | |
| virtual void | OnKeyboardAdapterInitialized () |
| Called after the keyboard adapter has been initialized. Override to perform additional keyboard setup. | |
| virtual void | OnMouseAdapterInitialized () |
| Called after the mouse adapter has been initialized. Override to perform additional mouse setup. | |
| virtual void | OnGamepadManagerInitialized () |
| Called after the gamepad manager has been initialized. Override to perform additional gamepad setup. | |
| virtual void | OnTouchAdapterInitialized () |
| Called after the touch adapter has been initialized. Override to perform additional touch setup, such as attaching gesture recognizers. | |
| Protected Member Functions inherited from Gondwana.Hosting.GameHostBase | |
| void | InitializeWidgetInput (RenderSurfaceHostBase renderSurfaceHost) |
| Initializes widget input routing for the supplied render surface host. | |
| virtual void | OnInitializing () |
| Runs before the host initialization sequence begins. | |
| void | ConfigureLogging (LogLevel logLevel) |
| Configures the logging level used by Gondwana. | |
| void | ConfigurePlatform () |
| Configures platform-specific services, adapters, and render infrastructure. | |
| void | ConfigureInput () |
| Configures keyboard, mouse, gamepad, and touch input. | |
| void | InitializeGameContent () |
| Initializes game-specific content, the scene graph, and scene objects. | |
| void | LoadContent () |
| Loads assets, tilesheets, and animation cycles. | |
| virtual void | LoadAssets () |
| Loads textures, sounds, and other game assets. | |
| virtual void | LoadTilesheets () |
| Loads tilesheet definitions. | |
| virtual void | LoadAnimationCycles () |
| Loads animation cycle definitions. | |
| void | CreateSceneGraph () |
| Creates the initial scene and its views. | |
| virtual void | OnSceneGraphCreated () |
| Runs after the scene graph has been created but before the scene is bound. | |
| virtual Scene | CreateInitialScene () |
| Creates the initial scene for the game. | |
| virtual void | CreateInitialViews () |
| Creates the initial views and viewports used to render the scene. | |
| void | InitializeSceneObjects () |
| Creates sprites and direct drawings for the current scene. | |
| virtual void | CreateSprites () |
| Creates sprite objects for the current scene. | |
| virtual void | CreateDirectDrawings () |
| Creates direct drawings and widgets for the current scene. | |
| void | InitializeEngine (string? configPath, bool? autoSaveConfig) |
| Initializes the Gondwana engine using the default file-backed configuration store. | |
| void | InitializeEngine (string? configPath, bool? autoSaveConfig, IEngineConfigurationStore? configurationStore) |
| Initializes the Gondwana engine. | |
| virtual void | OnEngineInitialized () |
| Runs after the engine has been initialized but before it has been started. | |
| void | StartEngine () |
| Starts the engine using the synchronization context returned by GetSynchronizationContext. | |
| virtual void | StartEngineCore (SynchronizationContext syncContext) |
| Starts the engine using the supplied synchronization context. | |
| virtual ? SynchronizationContext | GetSynchronizationContext () |
| Gets the synchronization context used to start the engine. | |
| virtual void | OnEngineStarted () |
| Runs after the engine has been started. | |
| virtual void | OnInitialized () |
| Runs after the full host initialization sequence has completed. | |
| virtual void | UnhookEvents () |
| Unhooks custom event handlers during disposal. | |
| void | StopEngine () |
| Stops the engine during host disposal. | |
| virtual void | StopEngineCore () |
| Performs platform-specific engine shutdown work. | |
| void | DisposeEngine () |
| Disposes the engine instance. | |
| virtual void | OnDisposing () |
| Runs before managed resources are disposed. | |
| virtual void | OnDisposed () |
| Runs after managed resources have been disposed. | |
| void | EnsureNotInitialized () |
| Ensures that the host has not already been initialized. | |
| void | EnsureNotDisposed () |
| Ensures that the host has not been disposed. | |
Properties | |
| WinFormBitmapRenderSurfaceControl | RenderSurface [get] |
| Gets the render surface control used for displaying game content. | |
| Properties inherited from Gondwana.Hosting.GameHostBase | |
| Engine | Engine [get] |
| Gets the singleton instance of the Gondwana engine. | |
| Scene? | Scene [get, protected set] |
| Gets the current active scene. | |
| WidgetInputRouter? | WidgetInputRouter [get] |
| Gets the widget input router, if widget input has been initialized. | |
Additional Inherited Members | |
| Public Member Functions inherited from Gondwana.Hosting.GameHostBase | |
| void | Initialize (string? configPath=null, bool? autoSaveConfig=null, LogLevel logLevel=LogLevel.Warning) |
| Initializes the game host by configuring logging, platform services, input, game content, and the Gondwana engine. | |
| void | InitializeWithConfigurationStore (IEngineConfigurationStore configurationStore, bool? autoSaveConfig=null, LogLevel logLevel=LogLevel.Warning) |
| Initializes the game host using a caller-supplied configuration persistence store. | |
| void | Dispose () |
| Releases resources owned by the game host. | |
Provides a base class for hosting Gondwana games in Windows Forms applications.
Definition at line 8 of file WinFormsBitmapGameHost.cs.
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protected |
Initializes a new instance of the WinFormsGameHost class.
| renderSurface | The render surface control to use for rendering. |
| ArgumentNullException | Thrown when renderSurface is null. |
Definition at line 20 of file WinFormsBitmapGameHost.cs.
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sealedprotectedvirtual |
Called after input is configured during engine startup to initialize widget input for the render surface host.
Reimplemented from Gondwana.Hosting.GameHostBase.
Definition at line 51 of file WinFormsBitmapGameHost.cs.
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get |
Gets the render surface control used for displaying game content.
Definition at line 13 of file WinFormsBitmapGameHost.cs.