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#region Using Statements
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using System;
using System.Collections.Generic;
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using ANX.Framework.Content;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.PlatformSystem;
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#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework
{
[PercentageComplete(60)]
[TestState(TestStateAttribute.TestState.Untested)]
[Developer("Glatzemann")]
public class Game : IDisposable
{
#region Private Members
private IGraphicsDeviceManager graphicsDeviceManager;
private IGraphicsDeviceService graphicsDeviceService;
private GameServiceContainer gameServices;
private bool firstUpdateDone;
private bool firstDrawDone;
private bool drawingSlow;
private bool inRun;
private GameHost host;
private bool ShouldExit;
private GameTimer gameTimer;
private TimeSpan gameTimeAccu;
private GameTime gameTime;
private TimeSpan totalGameTime;
private long updatesSinceRunningSlowly1;
private long updatesSinceRunningSlowly2;
private bool suppressDraw;
private GameTime gameUpdateTime;
private ContentManager content;
private List<IGameComponent> drawableGameComponents;
#endregion
#region Events
public event EventHandler<EventArgs> Activated;
public event EventHandler<EventArgs> Deactivated;
public event EventHandler<EventArgs> Disposed;
public event EventHandler<EventArgs> Exiting;
#endregion
public Game()
{
Logger.Info("created a new Game-Class");
this.gameServices = new GameServiceContainer();
this.gameTime = new GameTime();
try
{
AddInSystemFactory.Instance.Initialize();
}
catch (Exception ex)
{
Logger.Error("Error while initializing AddInSystem: " + ex);
throw new AddInLoadingException("Error while initializing AddInSystem.", ex);
}
AddSystemCreator<IInputSystemCreator>();
AddSystemCreator<ISoundSystemCreator>();
AddSystemCreator<IRenderSystemCreator>();
CreateGameHost();
Logger.Info("creating ContentManager");
this.content = new ContentManager(this.gameServices);
Logger.Info("creating GameTimer");
this.gameTimer = new GameTimer();
this.IsFixedTimeStep = true;
this.gameUpdateTime = new GameTime();
this.InactiveSleepTime = TimeSpan.FromMilliseconds(20.0);
this.TargetElapsedTime = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / 60L); // default is 1/60s
//TODO: implement draw- and update-order handling of GameComponents
this.Components = new GameComponentCollection();
this.Components.ComponentAdded += components_ComponentAdded;
this.Components.ComponentRemoved += components_ComponentRemoved;
this.drawableGameComponents = new List<IGameComponent>();
Logger.Info("finished initializing new Game class");
this.IsActive = true;
}
~Game()
{
this.Components.ComponentAdded -= components_ComponentAdded;
this.Components.ComponentRemoved -= components_ComponentRemoved;
Dispose(false);
}
#region CreateGameHost
private void CreateGameHost()
{
Logger.Info("creating GameHost");
host = PlatformSystem.Instance.CreateGameHost(this);
host.Activated += HostActivated;
host.Deactivated += HostDeactivated;
host.Suspend += HostSuspend;
host.Resume += HostResume;
host.Idle += HostIdle;
host.Exiting += HostExiting;
}
#endregion
#region AddSystemCreator
private T AddSystemCreator<T>() where T : class, ICreator
{
T creator = AddInSystemFactory.Instance.GetDefaultCreator<T>();
if (creator != null)
this.gameServices.AddService(typeof(T), creator);
return creator;
}
#endregion
protected virtual void Initialize()
{
//TODO: implement
this.LoadContent();
}
protected virtual void Update(GameTime gameTime)
{
foreach (IUpdateable updateable in this.Components)
{
if (updateable.Enabled)
{
updateable.Update(gameTime);
}
}
}
protected virtual void Draw(GameTime gameTime)
{
foreach (IDrawable drawable in this.drawableGameComponents)
{
if (drawable.Visible)
{
drawable.Draw(gameTime);
}
}
}
protected virtual void LoadContent()
{
}
protected virtual void UnloadContent()
{
}
protected virtual void BeginRun()
{
}
protected virtual void EndRun()
{
}
public void RunOneFrame()
{
throw new NotImplementedException();
}
public void SuppressDraw()
{
this.suppressDraw = true;
}
public void ResetElapsedTime()
{
throw new NotImplementedException();
}
protected virtual bool BeginDraw()
{
if ((this.graphicsDeviceManager != null) && !this.graphicsDeviceManager.BeginDraw())
{
return false;
}
//Logger.BeginLogEvent(LoggingEvent.Draw, "");
return true;
}
protected virtual void EndDraw()
{
if (this.graphicsDeviceManager != null)
{
this.graphicsDeviceManager.EndDraw();
}
}
public void Exit()
{
this.ShouldExit = true;
this.host.Exit();
}
public void Run()
{
this.RunGame();
}
public void Tick()
{
if (this.ShouldExit)
{
return;
}
// Throttle speed when the game is not active
if (!this.IsActive)
{
ThreadHelper.Sleep(InactiveSleepTime);
}
gameTimer.Update();
bool skipDraw = IsFixedTimeStep ? DoFixedTimeStep(gameTimer.Elapsed) : DoTimeStep(gameTimer.Elapsed);
this.suppressDraw = false;
if (skipDraw == false)
{
DrawFrame();
}
}
private bool DoFixedTimeStep(TimeSpan time)
{
bool skipDraw = false;
if (Math.Abs(time.Ticks - this.TargetElapsedTime.Ticks) < this.TargetElapsedTime.Ticks >> 6)
{
time = this.TargetElapsedTime;
}
this.gameTimeAccu += time;
long updateCount = this.gameTimeAccu.Ticks / this.TargetElapsedTime.Ticks;
if (updateCount <= 0)
{
return false;
}
if (updateCount > 1)
{
this.updatesSinceRunningSlowly2 = this.updatesSinceRunningSlowly1;
this.updatesSinceRunningSlowly1 = 0;
}
else
{
this.updatesSinceRunningSlowly1++;
this.updatesSinceRunningSlowly2++;
}
this.drawingSlow = (this.updatesSinceRunningSlowly2 < 20);
while (updateCount > 0)
{
if (this.ShouldExit)
{
break;
}
updateCount -= 1L;
this.gameTime.ElapsedGameTime = this.TargetElapsedTime;
this.gameTime.TotalGameTime = this.totalGameTime;
this.gameTime.IsRunningSlowly = this.drawingSlow;
this.Update(this.gameTime);
skipDraw &= this.suppressDraw;
this.suppressDraw = false;
this.gameTimeAccu -= this.TargetElapsedTime;
this.totalGameTime += this.TargetElapsedTime;
}
return skipDraw;
}
private bool DoTimeStep(TimeSpan time)
{
this.gameTime.ElapsedGameTime = time;
this.gameTime.TotalGameTime = this.totalGameTime;
this.gameTime.IsRunningSlowly = false;
this.Update(this.gameTime);
this.totalGameTime += time;
return suppressDraw;
}
private void RunGame()
{
this.graphicsDeviceManager = this.Services.GetService(typeof(IGraphicsDeviceManager)) as IGraphicsDeviceManager;
if (this.graphicsDeviceManager != null)
this.graphicsDeviceManager.CreateDevice();
this.Initialize();
this.inRun = true;
this.BeginRun();
this.gameTime.ElapsedGameTime = TimeSpan.Zero;
this.gameTime.TotalGameTime = this.totalGameTime;
this.gameTime.IsRunningSlowly = false;
this.Update(this.gameTime);
this.firstUpdateDone = true;
this.host.Run();
this.EndRun();
}
private void DrawFrame()
{
if (!this.ShouldExit)
{
if (this.firstUpdateDone)
{
if (!this.Window.IsMinimized)
{
if (this.BeginDraw())
{
this.Draw(this.gameTime);
this.EndDraw();
if (!this.firstDrawDone)
{
this.firstDrawDone = true;
}
}
}
}
}
}
#region Public Properties
public GameServiceContainer Services
{
get
{
return this.gameServices;
}
}
public ContentManager Content
{
get
{
return this.content;
}
set
{
this.content = value;
}
}
public GraphicsDevice GraphicsDevice
{
get
{
//TODO: GraphicsDevice property is heavily used. Maybe it is better to hook an event to the services container and
// cache the reference to the GraphicsDeviceService to prevent accessing the dictionary of the services container
IGraphicsDeviceService graphicsDeviceService = this.graphicsDeviceService;
if (graphicsDeviceService == null)
{
graphicsDeviceService = this.Services.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService;
//TODO: exception if null
}
return graphicsDeviceService.GraphicsDevice;
}
}
public GameWindow Window
{
get
{
return (host != null) ? host.Window : null;
}
}
public bool IsFixedTimeStep
{
get;
set;
}
public TimeSpan TargetElapsedTime
{
get;
set;
}
public TimeSpan InactiveSleepTime
{
get;
set;
}
public bool IsActive
{
get;
internal set;
}
public bool IsMouseVisible
{
get;
set;
}
public LaunchParameters LaunchParameters
{
get
{
throw new NotImplementedException();
}
}
public GameComponentCollection Components
{
get;
private set;
}
#endregion
internal bool IsActiveIgnoringGuide
{
get
{
throw new NotImplementedException();
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
IDisposable disposable;
var array = new IGameComponent[Components.Count];
Components.CopyTo(array, 0);
for (int i = 0; i < array.Length; i++)
{
disposable = (IDisposable)array[i];
if (disposable != null)
disposable.Dispose();
}
disposable = (IDisposable)graphicsDeviceManager;
if (disposable != null)
disposable.Dispose();
if (Disposed != null)
Disposed(this, EventArgs.Empty);
}
}
protected virtual bool ShowMissingRequirementMessage(Exception exception)
{
throw new NotImplementedException();
}
#region Event Handling
protected virtual void OnActivated(Object sender, EventArgs args)
{
RaiseIfNotNull(this.Activated, sender, args);
}
protected virtual void OnDeactivated(Object sender, EventArgs args)
{
RaiseIfNotNull(this.Deactivated, sender, args);
}
protected virtual void OnExiting(Object sender, EventArgs args)
{
RaiseIfNotNull(this.Exiting, sender, args);
}
private void RaiseIfNotNull(EventHandler<EventArgs> eventDelegate, Object sender, EventArgs args)
{
if (eventDelegate != null)
{
eventDelegate(sender, args);
}
}
private void components_ComponentRemoved(object sender, GameComponentCollectionEventArgs e)
{
if (e.GameComponent is IDrawable)
{
drawableGameComponents.Remove(e.GameComponent);
}
}
private void components_ComponentAdded(object sender, GameComponentCollectionEventArgs e)
{
if (e.GameComponent is IDrawable)
{
drawableGameComponents.Add(e.GameComponent);
}
e.GameComponent.Initialize();
}
private void HostActivated(object sender, EventArgs e)
{
if (!IsActive)
{
this.IsActive = true;
this.OnActivated(this, EventArgs.Empty);
}
}
private void HostDeactivated(object sender, EventArgs e)
{
if (IsActive)
{
this.IsActive = false;
this.OnDeactivated(this, EventArgs.Empty);
}
}
private void HostExiting(object sender, EventArgs e)
{
ShouldExit = true;
//TODO: implement
//this.OnExiting(this, EventArgs.Empty);
}
private void HostIdle(object sender, EventArgs e)
{
this.Tick();
}
private void HostResume(object sender, EventArgs e)
{
//TODO: implement
//this.clock.Resume();
}
private void HostSuspend(object sender, EventArgs e)
{
//TODO: implement
//this.clock.Suspend();
}
#endregion
}
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}