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MLEM/Demos/GameImpl.cs

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using System;
using System.Collections.Generic;
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using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
using MLEM.Startup;
using MLEM.Textures;
using MLEM.Ui;
using MLEM.Ui.Elements;
using MLEM.Ui.Style;
namespace Demos {
public class GameImpl : MlemGame {
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private static readonly Dictionary<string, (string, Func<MlemGame, Demo>)> Demos = new Dictionary<string, (string, Func<MlemGame, Demo>)>();
private Demo activeDemo;
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private double fpsTime;
private int lastFps;
private int fpsCounter;
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private UiMetrics cumulativeMetrics;
private TimeSpan secondCounter;
static GameImpl() {
GameImpl.Demos.Add("Ui", ("An in-depth demonstration of the MLEM.Ui package and its abilities", game => new UiDemo(game)));
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GameImpl.Demos.Add("Text Formatting", ("A demonstration of MLEM's text formatting system", game => new TextFormattingDemo(game)));
GameImpl.Demos.Add("Easings", ("An example of MLEM's Easings class, an adaptation of easings.net", game => new EasingsDemo(game)));
GameImpl.Demos.Add("Pathfinding", ("An example of MLEM's A* pathfinding implementation in 2D", game => new PathfindingDemo(game)));
GameImpl.Demos.Add("Animation and Texture Atlas", ("An example of UniformTextureAtlases, SpriteAnimations and SpriteAnimationGroups", game => new AnimationDemo(game)));
GameImpl.Demos.Add("Auto Tiling", ("A demonstration of the AutoTiling class that MLEM provides", game => new AutoTilingDemo(game)));
}
public GameImpl() {
this.IsMouseVisible = true;
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// print out ui metrics every second
this.OnDraw += (g, time) => {
this.cumulativeMetrics += this.UiSystem.Metrics;
this.secondCounter += time.ElapsedGameTime;
if (this.secondCounter.TotalSeconds >= 1) {
this.secondCounter -= TimeSpan.FromSeconds(1);
Console.WriteLine($"Metrics/s: {this.cumulativeMetrics}");
this.cumulativeMetrics = new UiMetrics();
}
};
}
protected override void LoadContent() {
base.LoadContent();
this.UiSystem.AutoScaleReferenceSize = new Point(1280, 720);
this.UiSystem.AutoScaleWithScreen = true;
this.UiSystem.GlobalScale = 5;
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var ui = new Group(Anchor.TopLeft, Vector2.One, false);
this.UiSystem.Add("DemoUi", ui);
var selection = ui.AddChild(new Panel(Anchor.Center, new Vector2(100, 80), Vector2.Zero, true));
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var backButton = ui.AddChild(new Button(Anchor.TopRight, new Vector2(30, 10), "Back") {
OnPressed = e => {
this.activeDemo.Clear();
this.activeDemo = null;
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selection.IsHidden = false;
e.IsHidden = true;
selection.Root.SelectElement(selection.GetChildren().First(c => c.CanBeSelected));
},
IsHidden = true
});
selection.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Select the demo you want to see below using your mouse, touch input, your keyboard or a controller. Check the demos' <l https://github.com/Ellpeck/MLEM/tree/main/Demos>source code</l> for more in-depth explanations of their functionality or the <l https://mlem.ellpeck.de/>website</l> for tutorials and API documentation."));
selection.AddChild(new VerticalSpace(5));
foreach (var demo in GameImpl.Demos) {
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selection.AddChild(new Button(Anchor.AutoCenter, new Vector2(1, 10), demo.Key, demo.Value.Item1) {
OnPressed = e => {
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selection.IsHidden = true;
backButton.IsHidden = false;
backButton.Root.SelectElement(backButton);
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this.activeDemo = demo.Value.Item2.Invoke(this);
this.activeDemo.LoadContent();
},
PositionOffset = new Vector2(0, 1)
});
}
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ui.AddChild(new Paragraph(Anchor.TopLeft, 1, p => "FPS: " + this.lastFps));
}
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protected override UiStyle InitializeDefaultUiStyle(SpriteBatch batch) {
var tex = MlemGame.LoadContent<Texture2D>("Textures/Test");
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return new UntexturedStyle(this.SpriteBatch) {
Font = new GenericSpriteFont(MlemGame.LoadContent<SpriteFont>("Fonts/TestFont")),
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TextScale = 0.1F,
PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4),
ScrollBarBackground = new NinePatch(new TextureRegion(tex, 12, 0, 4, 8), 0.25F, paddingPercent: true),
ScrollBarScrollerTexture = new NinePatch(new TextureRegion(tex, 8, 0, 4, 8), 0.25F, paddingPercent: true)
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};
}
protected override void DoDraw(GameTime gameTime) {
if (this.activeDemo != null) {
this.activeDemo.DoDraw(gameTime);
} else {
this.GraphicsDevice.Clear(Color.CornflowerBlue);
}
base.DoDraw(gameTime);
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this.fpsCounter++;
this.fpsTime += gameTime.ElapsedGameTime.TotalSeconds;
if (this.fpsTime >= 1) {
this.fpsTime -= 1;
this.lastFps = this.fpsCounter;
this.fpsCounter = 0;
}
}
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protected override void DoUpdate(GameTime gameTime) {
base.DoUpdate(gameTime);
if (this.activeDemo != null)
this.activeDemo.Update(gameTime);
}
}
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}