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Removed FrameworkDispatcher and Vector4.
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jessefreeman committed Mar 5, 2021
1 parent a634300 commit 9975420
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Showing 13 changed files with 113 additions and 4,093 deletions.
2 changes: 0 additions & 2 deletions PixelVision8.CoreDesktop.csproj
Expand Up @@ -83,7 +83,6 @@
<Compile Include="SDK\MonoVision\Audio\SoundState.cs" />
<Compile Include="SDK\MonoVision\Color.cs" />
<Compile Include="SDK\MonoVision\EventHelpers.cs" />
<Compile Include="SDK\MonoVision\FrameworkDispatcher.cs" />
<Compile Include="SDK\MonoVision\FrameworkResources.cs" />
<Compile Include="SDK\MonoVision\Game.cs" />
<Compile Include="SDK\MonoVision\GamePlatform.cs" />
Expand Down Expand Up @@ -233,7 +232,6 @@
<Compile Include="SDK\MonoVision\Utilities\ReflectionHelpers.cs" />
<Compile Include="SDK\MonoVision\Vector2.cs" />
<Compile Include="SDK\MonoVision\Vector3.cs" />
<Compile Include="SDK\MonoVision\Vector4.cs" />
<Compile Include="SDK\Player\Chips\AbstractChip.cs" />
<Compile Include="SDK\Player\Chips\Audio\MusicChip.cs" />
<Compile Include="SDK\Player\Chips\Audio\Sfxr\SfxrParams.cs" />
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8 changes: 4 additions & 4 deletions SDK/MonoVision/Color.cs
Expand Up @@ -291,10 +291,10 @@ public static Color White
/// Gets a <see cref="Vector4"/> representation for this object.
/// </summary>
/// <returns>A <see cref="Vector4"/> representation for this object.</returns>
public Vector4 ToVector4()
{
return new Vector4(R / 255.0f, G / 255.0f, B / 255.0f, A / 255.0f);
}
// public Vector4 ToVector4()
// {
// return new Vector4(R / 255.0f, G / 255.0f, B / 255.0f, A / 255.0f);
// }

/// <summary>
/// Gets or sets packed value of this <see cref="Color"/>.
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45 changes: 0 additions & 45 deletions SDK/MonoVision/FrameworkDispatcher.cs

This file was deleted.

8 changes: 4 additions & 4 deletions SDK/MonoVision/Game.cs
Expand Up @@ -55,7 +55,7 @@ public partial class Game : IDisposable
private bool _shouldExit;
private bool _suppressDraw;

partial void PlatformConstruct();
// partial void PlatformConstruct();

public Game()
{
Expand All @@ -72,10 +72,10 @@ public Game()
_services.AddService(typeof(GamePlatform), Platform);

// Calling Update() for first time initializes some systems
FrameworkDispatcher.Update();
// FrameworkDispatcher.Update();

// Allow some optional per-platform construction to occur too.
PlatformConstruct();
// PlatformConstruct();

}

Expand Down Expand Up @@ -646,7 +646,7 @@ internal void DoUpdate(GameTime gameTime)
AssertNotDisposed();
if (Platform.BeforeUpdate(gameTime))
{
FrameworkDispatcher.Update();
// FrameworkDispatcher.Update();

Update(gameTime);

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