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using Coroutine ;
using Microsoft.Xna.Framework ;
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using Microsoft.Xna.Framework.Content ;
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using Microsoft.Xna.Framework.Graphics ;
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using MLEM.Input ;
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using MLEM.Ui ;
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using MLEM.Ui.Style ;
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namespace MLEM.Startup {
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/// <summary>
/// MlemGame is an extension of MonoGame's default <see cref="Game"/> class.
/// It features the default template setup, as well as an <see cref="InputHandler"/>, a <see cref="UiSystem"/> and some additional callback events.
/// It also runs all of the <see cref="CoroutineHandler"/> callbacks which can be used through <see cref="CoroutineEvents"/>.
/// </summary>
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public class MlemGame : Game {
private static MlemGame instance ;
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/// <summary>
/// The static game instance's input handler
/// </summary>
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public static InputHandler Input = > instance . InputHandler ;
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/// <summary>
/// This game's graphics device manager, initialized in the constructor
/// </summary>
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public readonly GraphicsDeviceManager GraphicsDeviceManager ;
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/// <summary>
/// This game's sprite batch
/// </summary>
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public SpriteBatch SpriteBatch { get ; protected set ; }
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/// <summary>
/// This game's input handler. This can easily be accessed through <see cref="Input"/>.
/// </summary>
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public InputHandler InputHandler { get ; protected set ; }
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/// <summary>
/// This game's ui system
/// </summary>
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public UiSystem UiSystem { get ; protected set ; }
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/// <summary>
/// An event that is invoked in <see cref="LoadContent"/>
/// </summary>
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public event GenericCallback OnLoadContent ;
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/// <summary>
/// An event that is invoked in <see cref="Update"/>
/// </summary>
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public event TimeCallback OnUpdate ;
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/// <summary>
/// An event that is invoked in <see cref="Draw"/>
/// </summary>
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public event TimeCallback OnDraw ;
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/// <summary>
/// Creates a new MlemGame instance with some default settings
/// </summary>
/// <param name="windowWidth">The default window width</param>
/// <param name="windowHeight">The default window height</param>
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public MlemGame ( int windowWidth = 1280 , int windowHeight = 720 ) {
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instance = this ;
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this . GraphicsDeviceManager = new GraphicsDeviceManager ( this ) {
PreferredBackBufferWidth = windowWidth ,
PreferredBackBufferHeight = windowHeight ,
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HardwareModeSwitch = false
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} ;
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this . Window . AllowUserResizing = true ;
this . Content . RootDirectory = "Content" ;
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}
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/// <summary>
/// Override this to load graphical resources required by the game.
/// </summary>
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protected override void LoadContent ( ) {
this . SpriteBatch = new SpriteBatch ( this . GraphicsDevice ) ;
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this . InputHandler = new InputHandler ( this ) ;
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this . Components . Add ( this . InputHandler ) ;
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this . UiSystem = new UiSystem ( this , new UntexturedStyle ( this . SpriteBatch ) , this . InputHandler ) ;
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this . Components . Add ( this . UiSystem ) ;
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this . OnLoadContent ? . Invoke ( this ) ;
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}
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/// <summary>
/// Called when the game should update.
/// Updates the <see cref="T:Microsoft.Xna.Framework.GameComponent" /> instances attached to this game.
/// Override this to update your game.
/// </summary>
/// <param name="gameTime">The elapsed time since the last call to <see cref="M:Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime)" />.</param>
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protected sealed override void Update ( GameTime gameTime ) {
this . DoUpdate ( gameTime ) ;
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this . OnUpdate ? . Invoke ( this , gameTime ) ;
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CoroutineHandler . Tick ( gameTime . ElapsedGameTime . TotalSeconds ) ;
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CoroutineHandler . RaiseEvent ( CoroutineEvents . Update ) ;
}
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/// <summary>
/// Called when the game should draw a frame.
/// Draws the <see cref="T:Microsoft.Xna.Framework.DrawableGameComponent" /> instances attached to this game.
/// Override this to render your game.
/// </summary>
/// <param name="gameTime">A <see cref="T:Microsoft.Xna.Framework.GameTime" /> instance containing the elapsed time since the last call to <see cref="M:Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime)" /> and the total time elapsed since the game started.</param>
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protected sealed override void Draw ( GameTime gameTime ) {
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this . UiSystem . DrawEarly ( gameTime , this . SpriteBatch ) ;
this . DoDraw ( gameTime ) ;
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this . UiSystem . Draw ( gameTime , this . SpriteBatch ) ;
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this . OnDraw ? . Invoke ( this , gameTime ) ;
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CoroutineHandler . RaiseEvent ( CoroutineEvents . Draw ) ;
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}
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/// <summary>
/// This method is called in <see cref="Draw"/>.
/// It is the version that should be overridden by implementors to draw game content.
/// </summary>
/// <param name="gameTime">The game's time</param>
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protected virtual void DoDraw ( GameTime gameTime ) {
base . Draw ( gameTime ) ;
}
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/// <summary>
/// This method is called in <see cref="Update"/>.
/// It is the version that should be overridden by implementors to update game content.
/// </summary>
/// <param name="gameTime">The game's time</param>
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protected virtual void DoUpdate ( GameTime gameTime ) {
base . Update ( gameTime ) ;
}
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/// <summary>
/// Static helper method for <see cref="ContentManager.Load{T}"/>.
/// This just invokes the game instance's load method.
/// </summary>
/// <param name="name">The name of the content file to load</param>
/// <typeparam name="T">The type of content to load</typeparam>
/// <returns>The loaded content</returns>
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public static T LoadContent < T > ( string name ) {
return instance . Content . Load < T > ( name ) ;
}
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/// <summary>
/// A delegate method used by <see cref="MlemGame.OnLoadContent"/>.
/// </summary>
/// <param name="game">The game in question</param>
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public delegate void GenericCallback ( MlemGame game ) ;
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/// <summary>
/// A delegate method used by <see cref="MlemGame.OnUpdate"/> and <see cref="MlemGame.OnDraw"/>.
/// </summary>
/// <param name="game">The game in question</param>
/// <param name="time">The game's current time</param>
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public delegate void TimeCallback ( MlemGame game , GameTime time ) ;
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}
}