Exposing the ability to create secondary windows via static GameWindow method.
Added new class SwapChainRenderTarget, which is allocated with a window handle and exposes Present. Since it is a RenderTarget it can be set on the GraphicsDevice but Present needs to be called on it.
Cleanup of names/argument, no functional changes.
Now properly locking the d3dcontext inside present.
Only the primary window changes GraphicsDeviceManager width/height on resize events.
Can now set/get the global position of a (winforms) GameWindow.
SwapChainRenderTarget no longer allocating an unused texture in Texture2D base constructor.
WinFormsGamePlatform is now in charge of calling Mouse.SetWindows and Keyboard.SetKeys, rather than the GameWindow. This is to keep multiple windows from clobbering each other.
Noticed that DEBUG was actually not defined for AnyCpu|Debug
Merge branch 'develop' into multiwin
SwapChainRenderTarget needs access to these, made them protected.
Merge branch 'develop' into multiwin
WPF interop support for Windows/DirectX.
Reverted: GraphicsDevice.Initialize() must be internal for Android.
Merge branch 'develop' into multiwin
Added simpler constructor.
Rearraged the construtor parameters to match RenderTarget better.
Resharper cleanups.
Added some TODOs.
Fixed some of the docs.
Song.Play() now always starts a song from it's beginning.
Removed unused non-XNA method Effect.End().
Made the Effect collection classes immutable.
Changed all Effect classes to use arrays to save memory over List<>.
Added EffectParameterCollection.Empty and EffectAnnotationCollection.Empty which saves alot of memory.
Added comment explaining why we reset Song's CurrentSound to 0 on a Play().