- implemented the resource content manager
- implemented the game component - implemented the drawable game component
This commit is contained in:
parent
614cde0a42
commit
d44ceb9abe
@ -93,6 +93,7 @@
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<Compile Include="Content\PrimitiveTypeReaders\SingleReader.cs" />
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<Compile Include="Content\PrimitiveTypeReaders\SingleReader.cs" />
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<Compile Include="Content\PrimitiveTypeReaders\StringReader.cs" />
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<Compile Include="Content\PrimitiveTypeReaders\StringReader.cs" />
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<Compile Include="Content\ReflectiveReader.cs" />
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<Compile Include="Content\ReflectiveReader.cs" />
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<Compile Include="Content\ResourceContentManager.cs" />
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<Compile Include="Content\SystemTypeReaders\ArrayReader.cs" />
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<Compile Include="Content\SystemTypeReaders\ArrayReader.cs" />
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<Compile Include="Content\ContentLoadException.cs" />
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<Compile Include="Content\ContentLoadException.cs" />
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<Compile Include="Content\ContentManager.cs" />
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<Compile Include="Content\ContentManager.cs" />
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@ -112,7 +113,9 @@
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<Compile Include="CurveLoopType.cs" />
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<Compile Include="CurveLoopType.cs" />
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<Compile Include="CurveTangent.cs" />
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<Compile Include="CurveTangent.cs" />
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<Compile Include="DisplayOrientation.cs" />
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<Compile Include="DisplayOrientation.cs" />
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<Compile Include="DrawableGameComponent.cs" />
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<Compile Include="Game.cs" />
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<Compile Include="Game.cs" />
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<Compile Include="GameComponent.cs" />
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<Compile Include="GameComponentCollection.cs" />
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<Compile Include="GameComponentCollection.cs" />
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<Compile Include="GameComponentCollectionEventArgs.cs" />
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<Compile Include="GameComponentCollectionEventArgs.cs" />
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<Compile Include="GameHost.cs" />
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<Compile Include="GameHost.cs" />
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87
ANX.Framework/Content/ResourceContentManager.cs
Normal file
87
ANX.Framework/Content/ResourceContentManager.cs
Normal file
@ -0,0 +1,87 @@
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Resources;
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using System.IO;
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#endregion // Using Statements
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#region License
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|
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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||||||
|
//
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|
//
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//
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|
// Microsoft Public License (Ms-PL)
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|
//
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||||||
|
// This license governs use of the accompanying software. If you use the software, you accept this license.
|
||||||
|
// If you do not accept the license, do not use the software.
|
||||||
|
//
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||||||
|
// 1.Definitions
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||||||
|
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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||||||
|
// here as under U.S. copyright law.
|
||||||
|
// A "contribution" is the original software, or any additions or changes to the software.
|
||||||
|
// A "contributor" is any person that distributes its contribution under this license.
|
||||||
|
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
|
||||||
|
//
|
||||||
|
// 2.Grant of Rights
|
||||||
|
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
|
||||||
|
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
|
||||||
|
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
|
||||||
|
// or any derivative works that you create.
|
||||||
|
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
|
||||||
|
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
|
||||||
|
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
|
||||||
|
// in the software or derivative works of the contribution in the software.
|
||||||
|
//
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||||||
|
// 3.Conditions and Limitations
|
||||||
|
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
|
||||||
|
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
|
||||||
|
// patent license from such contributor to the software ends automatically.
|
||||||
|
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
|
||||||
|
// notices that are present in the software.
|
||||||
|
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
|
||||||
|
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
|
||||||
|
// object code form, you may only do so under a license that complies with this license.
|
||||||
|
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
|
||||||
|
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
|
||||||
|
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
|
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|
// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Content
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{
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public class ResourceContentManager : ContentManager
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{
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private ResourceManager resource;
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public ResourceContentManager(IServiceProvider servicesProvider, ResourceManager resource)
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: base(servicesProvider)
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{
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if (resource == null)
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{
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throw new ArgumentNullException("resource");
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}
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this.resource = resource;
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}
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protected override System.IO.Stream OpenStream(string assetName)
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{
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object obj = this.resource.GetObject(assetName);
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if (obj == null)
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{
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throw new ContentLoadException("Resource not found");
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}
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if (!(obj is byte[]))
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{
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throw new ContentLoadException("Resource is not in binary format");
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}
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return new MemoryStream(obj as byte[]);
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}
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}
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}
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182
ANX.Framework/DrawableGameComponent.cs
Normal file
182
ANX.Framework/DrawableGameComponent.cs
Normal file
@ -0,0 +1,182 @@
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using ANX.Framework.Graphics;
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#endregion // Using Statements
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#region License
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|
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|
//
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|
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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|
//
|
||||||
|
// This file is released under the Ms-PL license.
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// Microsoft Public License (Ms-PL)
|
||||||
|
//
|
||||||
|
// This license governs use of the accompanying software. If you use the software, you accept this license.
|
||||||
|
// If you do not accept the license, do not use the software.
|
||||||
|
//
|
||||||
|
// 1.Definitions
|
||||||
|
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
|
||||||
|
// here as under U.S. copyright law.
|
||||||
|
// A "contribution" is the original software, or any additions or changes to the software.
|
||||||
|
// A "contributor" is any person that distributes its contribution under this license.
|
||||||
|
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
|
||||||
|
//
|
||||||
|
// 2.Grant of Rights
|
||||||
|
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
|
||||||
|
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
|
||||||
|
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
|
||||||
|
// or any derivative works that you create.
|
||||||
|
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
|
||||||
|
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
|
||||||
|
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
|
||||||
|
// in the software or derivative works of the contribution in the software.
|
||||||
|
//
|
||||||
|
// 3.Conditions and Limitations
|
||||||
|
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
|
||||||
|
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
|
||||||
|
// patent license from such contributor to the software ends automatically.
|
||||||
|
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
|
||||||
|
// notices that are present in the software.
|
||||||
|
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
|
||||||
|
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
|
||||||
|
// object code form, you may only do so under a license that complies with this license.
|
||||||
|
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
|
||||||
|
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
|
||||||
|
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
|
||||||
|
// particular purpose and non-infringement.
|
||||||
|
|
||||||
|
#endregion // License
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||||||
|
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namespace ANX.Framework
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{
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public class DrawableGameComponent : GameComponent, IDrawable
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{
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private bool isInitialized;
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private IGraphicsDeviceService device;
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public GraphicsDevice GraphicsDevice
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{
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|
get
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|
{
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|
if (this.device == null)
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{
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throw new InvalidOperationException("Component is not initialized");
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}
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return this.device.GraphicsDevice;
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}
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}
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private int drawOrder;
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public int DrawOrder
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{
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|
get { return drawOrder; }
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set
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|
{
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|
if (drawOrder != value)
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|
{
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drawOrder = value;
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OnDrawOrderChanged(this, EventArgs.Empty);
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|
}
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}
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}
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private bool visible = true;
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public bool Visible
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|
{
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|
get { return visible; }
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set
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|
{
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|
if (visible != value)
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|
{
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|
visible = value;
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|
OnVisibleChanged(this, EventArgs.Empty);
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|
}
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|
}
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|
}
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|
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|
public event EventHandler<EventArgs> DrawOrderChanged;
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|
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|
public event EventHandler<EventArgs> VisibleChanged;
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|
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|
public DrawableGameComponent(Game game)
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|
: base(game)
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|
{
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|
}
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|
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||||||
|
protected virtual void OnDrawOrderChanged(object sender, EventArgs arg)
|
||||||
|
{
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||||||
|
if (DrawOrderChanged != null)
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||||||
|
{
|
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|
DrawOrderChanged(sender, arg);
|
||||||
|
}
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|
}
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||||||
|
|
||||||
|
protected virtual void OnVisibleChanged(object sender, EventArgs arg)
|
||||||
|
{
|
||||||
|
if (VisibleChanged != null)
|
||||||
|
{
|
||||||
|
VisibleChanged(sender, arg);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
if (!isInitialized)
|
||||||
|
{
|
||||||
|
this.device = base.Game.Services.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService;
|
||||||
|
if (this.device == null)
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException("Service not found: IGraphicsDeviceService");
|
||||||
|
}
|
||||||
|
this.device.DeviceCreated += OnDeviceCreated;
|
||||||
|
this.device.DeviceDisposing += OnDeviceDisposing;
|
||||||
|
}
|
||||||
|
isInitialized = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Dispose(bool disposing)
|
||||||
|
{
|
||||||
|
if (disposing)
|
||||||
|
{
|
||||||
|
this.UnloadContent();
|
||||||
|
if (this.device != null)
|
||||||
|
{
|
||||||
|
this.device.DeviceCreated -= OnDeviceCreated;
|
||||||
|
this.device.DeviceDisposing -= OnDeviceDisposing;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
base.Dispose(disposing);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void LoadContent()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void UnloadContent()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Draw(GameTime gameTime)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDeviceCreated(object sender, EventArgs arg)
|
||||||
|
{
|
||||||
|
this.LoadContent();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDeviceDisposing(object sender, EventArgs arg)
|
||||||
|
{
|
||||||
|
this.UnloadContent();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
157
ANX.Framework/GameComponent.cs
Normal file
157
ANX.Framework/GameComponent.cs
Normal file
@ -0,0 +1,157 @@
|
|||||||
|
#region Using Statements
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
|
|
||||||
|
#endregion // Using Statements
|
||||||
|
|
||||||
|
#region License
|
||||||
|
|
||||||
|
//
|
||||||
|
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
|
||||||
|
//
|
||||||
|
// This file is released under the Ms-PL license.
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// Microsoft Public License (Ms-PL)
|
||||||
|
//
|
||||||
|
// This license governs use of the accompanying software. If you use the software, you accept this license.
|
||||||
|
// If you do not accept the license, do not use the software.
|
||||||
|
//
|
||||||
|
// 1.Definitions
|
||||||
|
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
|
||||||
|
// here as under U.S. copyright law.
|
||||||
|
// A "contribution" is the original software, or any additions or changes to the software.
|
||||||
|
// A "contributor" is any person that distributes its contribution under this license.
|
||||||
|
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
|
||||||
|
//
|
||||||
|
// 2.Grant of Rights
|
||||||
|
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
|
||||||
|
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
|
||||||
|
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
|
||||||
|
// or any derivative works that you create.
|
||||||
|
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
|
||||||
|
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
|
||||||
|
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
|
||||||
|
// in the software or derivative works of the contribution in the software.
|
||||||
|
//
|
||||||
|
// 3.Conditions and Limitations
|
||||||
|
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
|
||||||
|
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
|
||||||
|
// patent license from such contributor to the software ends automatically.
|
||||||
|
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
|
||||||
|
// notices that are present in the software.
|
||||||
|
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
|
||||||
|
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
|
||||||
|
// object code form, you may only do so under a license that complies with this license.
|
||||||
|
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
|
||||||
|
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
|
||||||
|
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
|
||||||
|
// particular purpose and non-infringement.
|
||||||
|
|
||||||
|
#endregion // License
|
||||||
|
|
||||||
|
namespace ANX.Framework
|
||||||
|
{
|
||||||
|
public class GameComponent : IGameComponent, IUpdateable, IDisposable
|
||||||
|
{
|
||||||
|
private bool enabled = true;
|
||||||
|
|
||||||
|
public bool Enabled
|
||||||
|
{
|
||||||
|
get { return enabled; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (enabled != value)
|
||||||
|
{
|
||||||
|
enabled = value;
|
||||||
|
OnEnabledChanged(this, EventArgs.Empty);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private int updateOrder;
|
||||||
|
|
||||||
|
public int UpdateOrder
|
||||||
|
{
|
||||||
|
get { return updateOrder; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (updateOrder != value)
|
||||||
|
{
|
||||||
|
updateOrder = value;
|
||||||
|
OnUpdateOrderChanged(this, EventArgs.Empty);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private Game game;
|
||||||
|
|
||||||
|
public Game Game
|
||||||
|
{
|
||||||
|
get { return game; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public event EventHandler<EventArgs> EnabledChanged;
|
||||||
|
|
||||||
|
public event EventHandler<EventArgs> UpdateOrderChanged;
|
||||||
|
|
||||||
|
public event EventHandler<EventArgs> Disposed;
|
||||||
|
|
||||||
|
public GameComponent(Game game)
|
||||||
|
{
|
||||||
|
this.game = game;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnEnabledChanged(object sender, EventArgs args)
|
||||||
|
{
|
||||||
|
if (EnabledChanged != null)
|
||||||
|
{
|
||||||
|
EnabledChanged(sender, args);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnUpdateOrderChanged(object sender, EventArgs args)
|
||||||
|
{
|
||||||
|
if (UpdateOrderChanged != null)
|
||||||
|
{
|
||||||
|
UpdateOrderChanged(sender, args);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void Initialize()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void Finalize()
|
||||||
|
{
|
||||||
|
this.Dispose(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void Update(GameTime gameTime)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
this.Dispose(true);
|
||||||
|
GC.SuppressFinalize(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void Dispose(bool disposing)
|
||||||
|
{
|
||||||
|
if (disposing)
|
||||||
|
{
|
||||||
|
if (this.Game != null)
|
||||||
|
{
|
||||||
|
this.Game.Components.Remove(this);
|
||||||
|
}
|
||||||
|
if (this.Disposed != null)
|
||||||
|
{
|
||||||
|
this.Disposed(this, EventArgs.Empty);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
x
Reference in New Issue
Block a user