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MLEM/MLEM.Startup/MlemGame.cs

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2.8 KiB
C#

using Coroutine;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MLEM.Input;
using MLEM.Ui;
using MLEM.Ui.Style;
using MonoGame.Extended;
namespace MLEM.Startup {
public class MlemGame : Game {
private static MlemGame instance;
public static InputHandler Input => instance.InputHandler;
public readonly GraphicsDeviceManager GraphicsDeviceManager;
public SpriteBatch SpriteBatch { get; protected set; }
public InputHandler InputHandler { get; protected set; }
public UiSystem UiSystem { get; protected set; }
public MlemGame(int windowWidth = 1280, int windowHeight = 720, bool vsync = false, bool allowResizing = true, string contentDir = "Content") {
instance = this;
this.GraphicsDeviceManager = new GraphicsDeviceManager(this) {
PreferredBackBufferWidth = windowWidth,
PreferredBackBufferHeight = windowHeight,
SynchronizeWithVerticalRetrace = vsync
};
this.Content.RootDirectory = contentDir;
this.Window.AllowUserResizing = allowResizing;
this.Window.ClientSizeChanged += (win, args) => this.OnWindowSizeChange(this.GraphicsDevice.Viewport);
this.Window.TextInput += (win, args) => this.OnTextInput(args.Key, args.Character);
}
public virtual void OnWindowSizeChange(Viewport viewport) {
}
public virtual void OnTextInput(Keys key, char character) {
}
protected override void LoadContent() {
this.SpriteBatch = new SpriteBatch(this.GraphicsDevice);
this.InputHandler = new InputHandler();
this.UiSystem = new UiSystem(this.Window, this.GraphicsDevice, new UntexturedStyle(this.SpriteBatch), this.InputHandler);
}
protected override void Initialize() {
base.Initialize();
this.OnWindowSizeChange(this.GraphicsDevice.Viewport);
}
protected override void Update(GameTime gameTime) {
base.Update(gameTime);
this.InputHandler.Update();
this.UiSystem.Update(gameTime);
CoroutineHandler.Tick(gameTime.GetElapsedSeconds());
CoroutineHandler.RaiseEvent(CoroutineEvents.Update);
}
protected override void Draw(GameTime gameTime) {
this.UiSystem.DrawEarly(gameTime, this.SpriteBatch);
this.DoDraw(gameTime);
this.UiSystem.Draw(gameTime, this.SpriteBatch);
CoroutineHandler.RaiseEvent(CoroutineEvents.Draw);
}
protected virtual void DoDraw(GameTime gameTime) {
base.Draw(gameTime);
}
public static T LoadContent<T>(string name) {
return instance.Content.Load<T>(name);
}
}
}