␉␉␉␉␉"1"␊ |
␉␉␉␉);␊ |
␉␉␉}␊ |
␊ |
␉␉␉// We want to initialize the controllers ASAP!␊ |
␉␉␉SDL.SDL_Event[] evt = new SDL.SDL_Event[1];␊ |
␉␉␉SDL.SDL_PumpEvents();␊ |
␉␉␉while (SDL.SDL_PeepEvents(␊ |
␉␉␉␉evt,␊ |
␉␉␉␉1,␊ |
␉␉␉␉SDL.SDL_eventaction.SDL_GETEVENT,␊ |
␉␉␉␉SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED,␊ |
␉␉␉␉SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED␊ |
␉␉␉) == 1) {␊ |
␉␉␉␉INTERNAL_AddInstance(evt[0].cdevice.which);␊ |
␉␉␉}␊ |
␉␉}␊ |
␊ |
␉␉public static void ProgramExit(object sender, EventArgs e)␊ |
|
␉␉␉game.Exit();␊ |
␉␉}␊ |
␊ |
␉␉public static void BeforeInitialize()␊ |
␉␉{␊ |
␉␉␉// We want to initialize the controllers ASAP!␊ |
␉␉␉SDL.SDL_Event[] evt = new SDL.SDL_Event[1];␊ |
␉␉␉SDL.SDL_PumpEvents(); // Required to get OSX device events this early.␊ |
␉␉␉while (SDL.SDL_PeepEvents(␊ |
␉␉␉␉evt,␊ |
␉␉␉␉1,␊ |
␉␉␉␉SDL.SDL_eventaction.SDL_GETEVENT,␊ |
␉␉␉␉SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED,␊ |
␉␉␉␉SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED␊ |
␉␉␉) == 1) {␊ |
␉␉␉␉INTERNAL_AddInstance(evt[0].cdevice.which);␊ |
␉␉␉}␊ |
␉␉}␊ |
␊ |
␉␉public static IGLDevice CreateGLDevice(␊ |
␉␉␉PresentationParameters presentationParameters␊ |
␉␉) {␊ |