Files
MonoGame.Extended/Source/MonoGame.Extended.Tests/MockGameWindow.cs
T
HyperionMTandDylan Wilson af2d8808c6 Separate out the Tiled rendering code (#292)
* Only draw tiles that actually exist for each tileset/layer combination

* Set baseVertex and startIndex based on the number of draw calls and tiles per call

* First commit of separate map renderer code

* Only override on mono (linux)... not sure why this is needed, will look into later

* Updated test data for unittest

* Fixed layer transparency not working

* Couple of small changes

* Initial commit of separate Tiled rendering code

* Fixed bug causing last tile of each group not to draw

* Adding unit tests for FullMapRenderer and TiledTileset

* Fixed depth calculation bug when a map consists of only one layer

* Added level05.tmx to test isometric left-up rendering
2016-11-07 09:35:44 +10:00

43 lines
1.2 KiB
C#

using System;
using System.Drawing;
using Microsoft.Xna.Framework;
using Point = Microsoft.Xna.Framework.Point;
using Rectangle = Microsoft.Xna.Framework.Rectangle;
namespace MonoGame.Extended.Tests
{
public class MockGameWindow : GameWindow
{
public void RaiseOnClientSizeChangedEvent()
{
OnClientSizeChanged();
}
public override void BeginScreenDeviceChange(bool willBeFullScreen)
{
}
public override void EndScreenDeviceChange(string screenDeviceName, int clientWidth, int clientHeight)
{
}
protected override void SetSupportedOrientations(DisplayOrientation orientations)
{
}
protected override void SetTitle(string title)
{
}
public override bool AllowUserResizing { get; set; }
public override Rectangle ClientBounds { get; }
public override Point Position { get; set; }
public override DisplayOrientation CurrentOrientation { get; }
public override IntPtr Handle { get; }
public override string ScreenDeviceName { get; }
#if __MonoCS__
public override Icon Icon { get; set; }
#endif
}
}