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
}