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Marcel Härtel edited this page Aug 27, 2023
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Inherit from this class in your custom class to create an invalidation control, which is selectable from the ToolBox during design time. It provides 'NO' game loop, but it's updated through invalidation (Invalidate()). You need to call 'Invalidate()' on a custom control by yourself to update its contents.
This control is useful as a simple CPU gentle control, which doesn't need a classical game loop like a preview window for textures.
Namespace: MonoGame.Forms.NET.Controls
Assembly: MonoGame.Forms.NET (in MonoGame.Forms.NET.dll) Version: 3.2.0
C#
public abstract class InvalidationControl : GraphicsDeviceControl
Inheritance | Object → MarshalByRefObject → Component → Control → GraphicsDeviceControl → InvalidationControl |
InvalidationControl | Initializes a new instance of the InvalidationControl class |
AlwaysEnableKeyboardInput | If enabled the Keyboard input will work even if the current control has no focus (mouse cursor is outside of the control). (Inherited from GraphicsDeviceControl) |
BackColor | Set the background color of this Control in the designer. (Inherited from GraphicsDeviceControl) |
Components | Get the GameComponentCollection. (Inherited from GraphicsDeviceControl) |
Editor | The InvalidationService of the InvalidationControl draws the actual content of the draw control. |
ForeColor | Set the foreground color of this Control in the designer. (Inherited from GraphicsDeviceControl) |
GraphicsProfile | Set the GraphicsProfile in the property grid during Design-Time (HiDef or Reach). You shouldn't change this during runtime! (Inherited from GraphicsDeviceControl) |
IsMouseInsideControl | Returns true when the mouse cursor is inside the control. (Inherited from GraphicsDeviceControl) |
Services | Get the GameServiceContainer. (Inherited from GraphicsDeviceControl) |
SwapChainRenderTarget | A swap chain used for rendering to a secondary GameWindow. Note: When working with different RenderTarget2D, you need to set the current render target back to the SwapChainRenderTarget as this is the real 'Back Buffer'. 'GraphicsDevice.SetRenderTarget(null)' will NOT work as you are doing usally in MonoGame. Instead use 'GraphicsDevice.SetRenderTarget(SwapChainRenderTarget)'. Otherwise you will see only a black control window. (Inherited from GraphicsDeviceControl) |
Dispose | Disposes the contents of the attached Editor. (Overrides GraphicsDeviceControl.Dispose(Boolean)) |
Draw | Override to implement Drawing logic in your custom MonoGame.Forms.Control. |
Initialize | Override to implement Initialization logic in your custom MonoGame.Forms.Control. |
IsMouseInsideControlArea | Returns true when the mouse cursor is inside the specific area. (Inherited from GraphicsDeviceControl) |
OnClientSizeChanged | Updates related Editor services when the ClientSize changes. (Overrides GraphicsDeviceControl.OnClientSizeChanged(EventArgs)) |
OnCreateControl |
(Inherited from GraphicsDeviceControl) |
OnMouseEnter |
(Inherited from GraphicsDeviceControl) |
OnMouseLeave |
(Inherited from GraphicsDeviceControl) |
OnMouseWheel |
(Inherited from GraphicsDeviceControl) |
OnPaint |
(Inherited from GraphicsDeviceControl) |
OnPaintBackground |
(Inherited from GraphicsDeviceControl) |
OnVisibleChanged | In case the ClientSize was changed before activating the control, the cam position gets updated according to this changes. (Overrides Control.OnVisibleChanged(EventArgs)) |
PaintUsingSystemDrawing |
(Inherited from GraphicsDeviceControl) |
SetMultiSampleCount | Set the "MultiSampleCount" for Multi Sampled AntiAlising (MSAA). The input value will be automatically clamped to the nearest power of two in relation of what the users GraphicsDevice can handle. (Inherited from GraphicsDeviceControl) |
ComponentState | Subscribe to get Update and Draw event info for all GameComponents (IUpdatable, IDrawable). (Inherited from GraphicsDeviceControl) |
ControlState | Subscribe to get Update and Draw event info for this MonoGameControl. |
MultiSampleCountRefreshed | Subscribe to this event to react to MultiSampleCount changes in your custom controls. (Inherited from GraphicsDeviceControl) |
OnMouseWheelDownwards | Scroll the mouse wheel downwards to trigger this event. (Inherited from GraphicsDeviceControl) |
OnMouseWheelUpwards | Scroll the mouse wheel upwards to trigger this event. (Inherited from GraphicsDeviceControl) |
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Welcome to MonoGame.Forms!
- MonoGame.Forms.NET Namespace
- MonoGame.Forms.NET.Components Namespace
- MonoGame.Forms.NET.Components.Interfaces Namespace
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MonoGame.Forms.NET.Controls Namespace
- GameControl Class
- GraphicsDeviceControl Class
- GraphicsDeviceControl.MouseWheelDownwardsEvent Delegate
- GraphicsDeviceControl.MouseWheelUpwardsEvent Delegate
- InvalidationControl Class
- MonoGameControl Class
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MonoGame.Forms.NET.Services Namespace
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EditorService Class
- EditorService Constructor
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EditorService Properties
- BackgroundColor Property
- Camera Property
- Content Property
- Font Property
- FontHeight Property
- FPSCounter Property
- GetAbsoluteMousePosition Property
- GetCurrentMultiSampleCount Property
- GetRelativeMousePosition Property
- GetRenderTargetManager Property
- GraphicsDevice Property
- Pixel Property
- ResourceContent Property
- spriteBatch Property
- SwapChainRenderTarget Property
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EditorService Methods
- AddDefaultComponents Method
- BeginAntialising Method
- BeginCamera2D Method
- BeginRenderTarget Method
- CamMove Method
- CamRotate Method
- CamZoom Method
- DisableRenderTargets Method
- Dispose Method
- EndAntialising Method
- EndCamera2D Method
- EndRenderTarget Method
- GetCamRotation Method
- GetCamZoom Method
- RemoveAllComponents Method
- RemoveDefaultComponents Method
- ResetCam Method
- ResourceContentManagerInitialize Method
- EditorService Events
- EditorService.RenderTargetManager Class
- EditorService.RenderTargetManager.RenderTarget2DHelper Class
- InvalidationService Class
- MonoGameService Class
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EditorService Class