| 133 | ////////////////////// |
| 134 | |
| 135 | static void Step() |
| 136 | { |
| 137 | CheckFocus(); |
| 138 | |
| 139 | Tests.Update(); |
| 140 | |
| 141 | if (Input.Key(Key.Esc).IsJustActive()) |
| 142 | SK.Quit(); |
| 143 | |
| 144 | /// :CodeSample: Projection Renderer.Projection |
| 145 | /// ### Toggling the projection mode |
| 146 | /// Only in flatscreen apps, there is the option to change the main |
| 147 | /// camera's projection mode between perspective and orthographic. |
| 148 | if (SK.ActiveDisplayMode == DisplayMode.Flatscreen && |
| 149 | Input.Key(Key.P).IsJustActive()) |
| 150 | { |
| 151 | Renderer.Projection = Renderer.Projection == Projection.Perspective |
| 152 | ? Projection.Ortho |
| 153 | : Projection.Perspective; |
| 154 | } |
| 155 | /// :End: |
| 156 | |
| 157 | // If we can't see the world, we'll draw a floor! |
| 158 | if (SK.System.displayType == Display.Opaque) |
| 159 | Renderer.Add(floorMesh, World.HasBounds ? World.BoundsPose.ToMatrix() : floorTr, Color.White); |
| 160 | |
| 161 | // Skip selection window if we're in test mode |
| 162 | if (Tests.IsTesting) |
| 163 | return; |
| 164 | |
| 165 | WindowDemoStep(); |
| 166 | } |
| 167 | |
| 168 | static void WindowDemoStep() |
| 169 | { |