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Ell
a143aef67c
Revert "Use a scissor rectangle for panels in favor of a render target, and marked UiSystem.DrawEarly and Element.DrawEarly as obsolete" This reverts commit3c4567e4a1
. Revert "cleaned up DrawEarly documentation references" This reverts commitdc6c472b84
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178 lines
No EOL
7.9 KiB
C#
178 lines
No EOL
7.9 KiB
C#
using Coroutine;
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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>
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/// MlemGame is an extension of MonoGame's default <see cref="Game"/> class.
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/// It features the default template setup, as well as an <see cref="InputHandler"/>, a <see cref="UiSystem"/> and some additional callback events.
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/// It also runs all of the <see cref="CoroutineHandler"/> callbacks which can be used through <see cref="CoroutineEvents"/>.
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/// </summary>
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public class MlemGame : Game {
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private static MlemGame instance;
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/// <summary>
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/// The static game instance's input handler
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/// </summary>
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public static InputHandler Input => instance.InputHandler;
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/// <summary>
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/// This game's graphics device manager, initialized in the constructor
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/// </summary>
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public readonly GraphicsDeviceManager GraphicsDeviceManager;
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/// <summary>
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/// This game's sprite batch
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/// </summary>
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public SpriteBatch SpriteBatch { get; protected set; }
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/// <summary>
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/// This game's input handler. This can easily be accessed through <see cref="Input"/>.
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/// </summary>
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public InputHandler InputHandler { get; protected set; }
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/// <summary>
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/// This game's ui system
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/// </summary>
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public UiSystem UiSystem { get; protected set; }
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/// <summary>
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/// An event that is invoked in <see cref="LoadContent"/>.
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/// </summary>
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public event GenericCallback OnLoadContent;
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/// <summary>
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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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public event TimeCallback OnUpdate;
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/// <summary>
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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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public event TimeCallback OnDraw;
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/// <summary>
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/// Creates a new MlemGame instance with some default settings
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/// </summary>
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/// <param name="windowWidth">The default window width</param>
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/// <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) {
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PreferredBackBufferWidth = windowWidth,
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PreferredBackBufferHeight = windowHeight,
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HardwareModeSwitch = false
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};
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this.Window.AllowUserResizing = true;
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this.Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Override this to load graphical resources required by the game.
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/// </summary>
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protected override void LoadContent() {
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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, this.InitializeDefaultUiStyle(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>
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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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/// Override <see cref="DoUpdate"/> to update your game.
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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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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.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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}
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/// <summary>
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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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/// Override <see cref="DoDraw"/> to render your game.
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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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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.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>
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/// This method is called in <see cref="Draw"/>.
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/// It is the version that should be overridden by implementors to draw game content.
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/// </summary>
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/// <param name="gameTime">The game's time</param>
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protected virtual void DoDraw(GameTime gameTime) {
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base.Draw(gameTime);
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}
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/// <summary>
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/// This method is called in <see cref="Update"/>.
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/// It is the version that should be overridden by implementors to update game content.
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/// </summary>
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/// <param name="gameTime">The game's time</param>
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protected virtual void DoUpdate(GameTime gameTime) {
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base.Update(gameTime);
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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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/// 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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/// </summary>
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/// <param name="name">The name of the content file to load</param>
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/// <typeparam name="T">The type of content to load</typeparam>
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/// <returns>The loaded content</returns>
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public static T LoadContent<T>(string name) {
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return instance.Content.Load<T>(name);
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}
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/// <summary>
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/// A delegate method used by <see cref="MlemGame.OnLoadContent"/>.
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/// </summary>
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/// <param name="game">The game in question</param>
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public delegate void GenericCallback(MlemGame game);
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/// <summary>
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/// A delegate method used by <see cref="MlemGame.OnUpdate"/> and <see cref="MlemGame.OnDraw"/>.
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/// </summary>
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/// <param name="game">The game in question</param>
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/// <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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}
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} |