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The implementation of the frameStarted() method in Listing 4-5 will be called before Ogre invokes the rendering pipeline. The frameEnded() method is less often used, and is useful if you need to clean up after your app each frame. It likewise is called after Ogre completes the rendering process each frame. Typically during each frame, you process HID (Human Interface Device, such as keyboard, mouse, or joystick) input events. Depending on the particular event, you might cause a model in your scene to move and/or rotate, cause a camera to move or rotate, start a process for a player-character to put a sleeping hex on an NPC troll for 10 exp, or whatever. Regardless of what it is, it occurs during one or both of the FrameListener callback methods usually during frameStarted(), because more than likely you will process changes to the scene before the scene is rendered, rather than after. I have put together a very simple working application that implements the concepts you have learned so far; you can find it with this book s source, downloadable from the Apress web site s Source Code section; it appears in the QuickStart project in the CH04 solution. It has just about the bare minimum functionality. The frame listener I have implemented simply counts the elapsed time until 15 seconds have passed, then exits the application gracefully. Pretty boring, but a fantastic way to ensure you have your build environment set up correctly. code 39 font crystal reports Create Code 39 Barcodes in Crystal Reports - BarCodeWiz Create Code 39 Barcodes in SAP Crystal Reports. Download Trial Buy ... Add a new formula for Code 39 barcodes ... Font Name: BCW_Code39h_1. Font Size: ... code 39 barcode font for crystal reports download How to Create Code 39 Barcodes in Crystal Reports using Fonts ... 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TextObject overrides it and replaces the SpriteObject implementation completely, rendering text rather than a texture. The implementation is very simple and is shown in Listing 3 8. Listing 3 8. The TextObject Draw method public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Do we have a font And some text If not then there is nothing to draw... if (Font != null && Text != null && Text.Length > 0) { // Draw the text spriteBatch.DrawString(Font, Text, Position, SpriteColor, Angle, Origin, Scale, SpriteEffects.None, LayerDepth); } } Finally, the class overrides the BoundingBox function to return a box calculated from the measured text size instead of from the texture size (because we don t use a texture in the TextObject class). Just as with the SpriteObject class, the TextObject class gives us an easy-to-use mechanism for representing all the possible properties of a piece of text that is to be displayed within a game. 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The game objects are stored in a list containing objects of type GameObjectBase, which allows us to store within it the derived SpriteObject and TextObject game objects that we have so far discussed, as well as any game-specific classes that derive from any one of these. The class also contains some simple methods that we can call to save having to write boilerplate functions in the main project s Game class. The GameHost position within the framework is shown in Figure 3 3. It derives from the Microsoft.XNA.Framework.Game class (from which all actual game projects must derive a single class). This means that in our game projects we can derive the main game class from GameFramework.GameHost instead of from Microsoft.XNA.Framework.Game. As a result, we get all the functionality of the XNA Game class and all the functionality added into GameHost. In this section, I will walk you through all of the steps needed to set up an Ogre application without using any of the automatic, behind the scenes features at all. You will also learn how to write your own main loop that invokes Ogre s frame rendering. I will go over, in more detail, each of the main Ogre subsystems involved in initializing and starting up Ogre, and outline by example your options for each step of the process. } EntityKey _entityKey = null; System.Data.EntityKey IEntityWithKey.EntityKey { get { return _entityKey; } set { // Set the EntityKey property, if it is not set. // Report the change if the change tracker exists. if (_changeTracker != null) { _changeTracker.EntityMemberChanging("-EntityKey-"); _entityKey = value; _changeTracker.EntityMemberChanged("-EntityKey-"); } else { _entityKey = value; } } } } After you have created the BaseEntity class, the next step is to move on and begin updating the BoP domain classes with the appropriate attributes and changes to the getters and setters. I don t think that it is necessary to go through all the classes because the changes are basically the same across all the domain objects. However, let s take a look at a few examples so you have a better understanding of what needs to change. Listing 10-8 shows the ubiquitous Account class (which you have seen many times previously). Here, however, there is an Account class that has been modified for use with EF. Figure 3 3. The GameHost class position in the framework project The object collections are accessed by the following properties: Textures stores a dictionary of Texture2D objects. Any stored texture can be easily retrieved via its named dictionary key. Fonts performs the same function for SpriteFont objects. GameObjects is the list into which all the game s active objects will be placed. This is defined as a generic collection of GameObjectBase objects. crystal reports code 39 barcode Native Crystal Reports Code 39 Barcode - Free download and ... 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