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Improved MlemGame class
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commit
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4 changed files with 59 additions and 18 deletions
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@ -72,6 +72,11 @@ Improvements
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Removals
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Removals
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- Marked features related to Lidgren.Network as obsolete
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- Marked features related to Lidgren.Network as obsolete
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### MLEM.Startup
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Additions
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- Added virtual InitializeDefaultUiStyle to MlemGame
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- Added PreDraw and PreUpdate events and coroutine events
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## 5.1.0
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## 5.1.0
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### MLEM
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### MLEM
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Additions
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Additions
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@ -49,16 +49,6 @@ namespace Demos {
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this.GraphicsDeviceManager.PreferredBackBufferHeight = 720;
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this.GraphicsDeviceManager.PreferredBackBufferHeight = 720;
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this.GraphicsDeviceManager.ApplyChanges();
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this.GraphicsDeviceManager.ApplyChanges();
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base.LoadContent();
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base.LoadContent();
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var tex = LoadContent<Texture2D>("Textures/Test");
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this.UiSystem.Style = new UntexturedStyle(this.SpriteBatch) {
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Font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont")),
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TextScale = 0.1F,
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PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
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ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4),
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ScrollBarBackground = new NinePatch(new TextureRegion(tex, 12, 0, 4, 8), 1, 1, 2, 2),
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ScrollBarScrollerTexture = new NinePatch(new TextureRegion(tex, 8, 0, 4, 8), 1, 1, 2, 2)
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};
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this.UiSystem.AutoScaleReferenceSize = new Point(1280, 720);
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this.UiSystem.AutoScaleReferenceSize = new Point(1280, 720);
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this.UiSystem.AutoScaleWithScreen = true;
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this.UiSystem.AutoScaleWithScreen = true;
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this.UiSystem.GlobalScale = 5;
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this.UiSystem.GlobalScale = 5;
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@ -97,6 +87,18 @@ namespace Demos {
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ui.AddChild(new Paragraph(Anchor.TopLeft, 1, p => "FPS: " + this.lastFps));
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ui.AddChild(new Paragraph(Anchor.TopLeft, 1, p => "FPS: " + this.lastFps));
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}
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}
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protected override UiStyle InitializeDefaultUiStyle(SpriteBatch batch) {
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var tex = LoadContent<Texture2D>("Textures/Test");
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return new UntexturedStyle(this.SpriteBatch) {
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Font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont")),
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TextScale = 0.1F,
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PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
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ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4),
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ScrollBarBackground = new NinePatch(new TextureRegion(tex, 12, 0, 4, 8), 1, 1, 2, 2),
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ScrollBarScrollerTexture = new NinePatch(new TextureRegion(tex, 8, 0, 4, 8), 1, 1, 2, 2)
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};
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}
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protected override void DoDraw(GameTime gameTime) {
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protected override void DoDraw(GameTime gameTime) {
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if (this.activeDemo != null) {
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if (this.activeDemo != null) {
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this.activeDemo.DoDraw(gameTime);
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this.activeDemo.DoDraw(gameTime);
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@ -7,11 +7,19 @@ namespace MLEM.Startup {
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public static class CoroutineEvents {
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public static class CoroutineEvents {
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/// <summary>
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/// <summary>
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/// This event is fired in <see cref="MlemGame.Update"/>
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/// This event is fired in <see cref="MlemGame.Draw"/>, before <see cref="MlemGame.DoDraw"/> is called.
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/// </summary>
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public static readonly Event PreUpdate = new Event();
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/// <summary>
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/// This event is fired in <see cref="MlemGame.Update"/>, after <see cref="MlemGame.DoUpdate"/> is called.
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/// </summary>
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/// </summary>
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public static readonly Event Update = new Event();
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public static readonly Event Update = new Event();
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/// <summary>
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/// <summary>
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/// This event is fired in <see cref="MlemGame.Draw"/>
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/// This event is fired in <see cref="MlemGame.Draw"/>, before <see cref="MlemGame.DoDraw"/> is called.
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/// </summary>
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public static readonly Event PreDraw = new Event();
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/// <summary>
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/// This event is fired in <see cref="MlemGame.Draw"/>, after <see cref="MlemGame.DoDraw"/> is called.
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/// </summary>
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/// </summary>
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public static readonly Event Draw = new Event();
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public static readonly Event Draw = new Event();
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@ -38,15 +38,23 @@ namespace MLEM.Startup {
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public UiSystem UiSystem { get; protected set; }
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public UiSystem UiSystem { get; protected set; }
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/// <summary>
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/// <summary>
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/// An event that is invoked in <see cref="LoadContent"/>
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/// An event that is invoked in <see cref="LoadContent"/>.
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/// </summary>
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/// </summary>
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public event GenericCallback OnLoadContent;
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public event GenericCallback OnLoadContent;
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/// <summary>
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/// <summary>
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/// An event that is invoked in <see cref="Update"/>
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/// An event that is invoked in <see cref="Update"/>, before <see cref="DoUpdate"/> is called.
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/// </summary>
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public event TimeCallback PreUpdate;
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/// <summary>
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/// An event that is invoked in <see cref="Update"/>, after <see cref="DoUpdate"/> is called.
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/// </summary>
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/// </summary>
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public event TimeCallback OnUpdate;
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public event TimeCallback OnUpdate;
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/// <summary>
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/// <summary>
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/// An event that is invoked in <see cref="Draw"/>
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/// An event that is invoked in <see cref="Draw"/>, before <see cref="DoDraw"/> is called.
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/// </summary>
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public event TimeCallback PreDraw;
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/// <summary>
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/// An event that is invoked in <see cref="Draw"/>, after <see cref="DoDraw"/> is called.
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/// </summary>
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/// </summary>
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public event TimeCallback OnDraw;
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public event TimeCallback OnDraw;
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@ -74,7 +82,7 @@ namespace MLEM.Startup {
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this.SpriteBatch = new SpriteBatch(this.GraphicsDevice);
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this.SpriteBatch = new SpriteBatch(this.GraphicsDevice);
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this.InputHandler = new InputHandler(this);
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this.InputHandler = new InputHandler(this);
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this.Components.Add(this.InputHandler);
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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.UiSystem = new UiSystem(this, this.InitializeDefaultUiStyle(this.SpriteBatch), this.InputHandler);
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this.Components.Add(this.UiSystem);
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this.Components.Add(this.UiSystem);
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this.OnLoadContent?.Invoke(this);
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this.OnLoadContent?.Invoke(this);
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}
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}
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@ -82,11 +90,15 @@ namespace MLEM.Startup {
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/// <summary>
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/// <summary>
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/// Called when the game should update.
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/// Called when the game should update.
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/// Updates the <see cref="T:Microsoft.Xna.Framework.GameComponent" /> instances attached to this game.
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/// Updates the <see cref="T:Microsoft.Xna.Framework.GameComponent" /> instances attached to this game.
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/// Override this to update your game.
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/// Override <see cref="DoUpdate"/> to update your game.
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/// </summary>
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/// </summary>
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/// <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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/// <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) {
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protected sealed override void Update(GameTime gameTime) {
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this.PreUpdate?.Invoke(this, gameTime);
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CoroutineHandler.RaiseEvent(CoroutineEvents.PreUpdate);
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this.DoUpdate(gameTime);
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this.DoUpdate(gameTime);
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this.OnUpdate?.Invoke(this, gameTime);
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this.OnUpdate?.Invoke(this, gameTime);
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CoroutineHandler.Tick(gameTime.ElapsedGameTime.TotalSeconds);
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CoroutineHandler.Tick(gameTime.ElapsedGameTime.TotalSeconds);
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CoroutineHandler.RaiseEvent(CoroutineEvents.Update);
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CoroutineHandler.RaiseEvent(CoroutineEvents.Update);
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@ -95,13 +107,17 @@ namespace MLEM.Startup {
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/// <summary>
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/// <summary>
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/// Called when the game should draw a frame.
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/// Called when the game should draw a frame.
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/// Draws the <see cref="T:Microsoft.Xna.Framework.DrawableGameComponent" /> instances attached to this game.
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/// Draws the <see cref="T:Microsoft.Xna.Framework.DrawableGameComponent" /> instances attached to this game.
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/// Override this to render your game.
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/// Override <see cref="DoDraw"/> to render your game.
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/// </summary>
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/// </summary>
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/// <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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/// <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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protected sealed override void Draw(GameTime gameTime) {
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this.PreDraw?.Invoke(this, gameTime);
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CoroutineHandler.RaiseEvent(CoroutineEvents.PreDraw);
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this.UiSystem.DrawEarly(gameTime, this.SpriteBatch);
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this.UiSystem.DrawEarly(gameTime, this.SpriteBatch);
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this.DoDraw(gameTime);
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this.DoDraw(gameTime);
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this.UiSystem.Draw(gameTime, this.SpriteBatch);
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this.UiSystem.Draw(gameTime, this.SpriteBatch);
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this.OnDraw?.Invoke(this, gameTime);
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this.OnDraw?.Invoke(this, gameTime);
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CoroutineHandler.RaiseEvent(CoroutineEvents.Draw);
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CoroutineHandler.RaiseEvent(CoroutineEvents.Draw);
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}
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}
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@ -124,6 +140,16 @@ namespace MLEM.Startup {
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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/// <summary>
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/// This method is called in <see cref="LoadContent"/> when the <see cref="UiSystem"/> is initialized.
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/// Override this method to easily modify or create a new default <see cref="UiStyle"/> for this game's <see cref="UiSystem"/>.
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/// </summary>
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/// <param name="batch">The sprite batch to use</param>
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/// <returns>The <see cref="UiStyle"/> to use for this game's <see cref="UiSystem"/>.</returns>
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protected virtual UiStyle InitializeDefaultUiStyle(SpriteBatch batch) {
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return new UntexturedStyle(batch);
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}
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/// <summary>
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/// <summary>
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/// Static helper method for <see cref="ContentManager.Load{T}"/>.
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/// Static helper method for <see cref="ContentManager.Load{T}"/>.
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/// This just invokes the game instance's load method.
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/// This just invokes the game instance's load method.
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