using System; using System.Collections.Generic; using System.Linq; #if MONOMAC using MonoMac.AppKit; using MonoMac.Foundation; #elif IPHONE using MonoTouch.Foundation; using MonoTouch.UIKit; #endif namespace Flocking { #if MONOMAC class Program { static void Main (string[] args) { NSApplication.Init (); using (var p = new NSAutoreleasePool ()) { NSApplication.SharedApplication.Delegate = new AppDelegate (); // Set our Application Icon NSImage appIcon = NSImage.ImageNamed ("monogameicon.png"); NSApplication.SharedApplication.ApplicationIconImage = appIcon; NSApplication.Main (args); } } } class AppDelegate : NSApplicationDelegate { private FlockingSample game; public override void FinishedLaunching (MonoMac.Foundation.NSObject notification) { game = new FlockingSample(); game.Run(); } public override bool ApplicationShouldTerminateAfterLastWindowClosed (NSApplication sender) { return true; } } #elif IPHONE [Register("AppDelegate")] class Program : UIApplicationDelegate { FlockingSample game; public override void FinishedLaunching (UIApplication app) { // Fun begins.. game = new FlockingSample (); game.Run (); } /// /// The main entry point for the application. /// static void Main (string[] args) { UIApplication.Main (args, null, "AppDelegate"); } } #else static class Program { private static FlockingSample game; /// /// The main entry point for the application. /// [STAThread] static void Main() { game = new FlockingSample(); game.Run(); } } #endif }