Glatzemann 972f7121e8 renamed CurrentCreator to DefaultCreator project wide
extended InputSystem selector in WindowsGame sample
fixed some interface issues in XInput InputSystem
added FormatConvert to InputSystem XInput to translate GamePadButtons from XInput to ANX
2011-11-11 15:21:41 +00:00

505 lines
17 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using ANX.Framework.Content;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
#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 Game : IDisposable
{
private IGraphicsDeviceManager graphicsDeviceManager;
private IGraphicsDeviceService graphicsDeviceService;
private GameServiceContainer gameServices;
private bool inRun;
private bool doneFirstUpdate;
private GameHost host;
private bool ShouldExit;
private GameTimer clock;
private bool isFixedTimeStep;
private TimeSpan targetElapsedTime;
private GameTime gameTime;
private TimeSpan totalGameTime;
private long lastUpdate;
private GameTime gameUpdateTime;
private TimeSpan inactiveSleepTime;
private ContentManager content;
// Events
public event EventHandler<EventArgs> Activated;
public event EventHandler<EventArgs> Deactivated;
public event EventHandler<EventArgs> Disposed;
public event EventHandler<EventArgs> Exiting;
//TODO: The constructor should be overloaded unlike the original XNA. There will be one argument which is used to
// try to load a specified environment (DX9, DX10, DX11, OpenGL). The default constructor will decide which
// is the best (or only) environment to load. The default environment should behave mostly like XNA.
public Game()
: this("DirectX10", "XInput", "XAudio")
{
}
public Game(String renderSystemName = "DirectX10", String inputSystemName = "XInput", String soundSystemName = "XAudio")
{
this.gameServices = new GameServiceContainer();
this.gameTime = new GameTime();
AddInSystemFactory.Instance.Initialize();
AddInSystemFactory.Instance.SetDefaultCreator(inputSystemName);
IInputSystemCreator inputSystemCreator = AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>();
if (inputSystemCreator != null)
{
this.gameServices.AddService(typeof(IInputSystemCreator), inputSystemCreator);
}
AddInSystemFactory.Instance.SetDefaultCreator(soundSystemName);
ISoundSystemCreator soundSystemCreator = AddInSystemFactory.Instance.GetDefaultCreator<ISoundSystemCreator>();
if (soundSystemCreator != null)
{
this.gameServices.AddService(typeof(ISoundSystemCreator), soundSystemCreator);
}
AddInSystemFactory.Instance.SetDefaultCreator(renderSystemName);
IRenderSystemCreator renderSystemCreator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
if (renderSystemCreator != null)
{
this.gameServices.AddService(typeof(IRenderSystemCreator), renderSystemCreator);
}
//TODO: error handling if creator is null
this.host = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateGameHost(this);
this.host.Activated += new EventHandler<EventArgs>(this.HostActivated);
this.host.Deactivated += new EventHandler<EventArgs>(this.HostDeactivated);
this.host.Suspend += new EventHandler<EventArgs>(this.HostSuspend);
this.host.Resume += new EventHandler<EventArgs>(this.HostResume);
this.host.Idle += new EventHandler<EventArgs>(this.HostIdle);
this.host.Exiting += new EventHandler<EventArgs>(this.HostExiting);
this.content = new ContentManager(this.gameServices);
this.clock = new GameTimer();
this.isFixedTimeStep = true;
this.gameUpdateTime = new GameTime();
this.inactiveSleepTime = TimeSpan.Zero;
this.targetElapsedTime = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / 60L); // default is 1/60s
}
~Game()
{
//TODO: implement
}
protected virtual void Initialize()
{
//TODO: implement
this.LoadContent();
}
protected virtual void Update(GameTime gameTime)
{
}
protected virtual void Draw(GameTime 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()
{
throw new NotImplementedException();
}
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()
{
//TODO: calculation of times is wrong
//TODO: encapsulate timing stuff in GameTimer class
TimeSpan elapsedUpdate = TimeSpan.FromTicks(GameTimer.Timestamp - lastUpdate);
if (isFixedTimeStep)
{
while (elapsedUpdate < targetElapsedTime)
{
Thread.Sleep(TargetElapsedTime.Milliseconds - elapsedUpdate.Milliseconds);
elapsedUpdate = TimeSpan.FromTicks(GameTimer.Timestamp - elapsedUpdate.Ticks);
}
gameUpdateTime.ElapsedGameTime = targetElapsedTime;
gameUpdateTime.TotalGameTime += elapsedUpdate;
}
else
{
gameUpdateTime.ElapsedGameTime = elapsedUpdate;
gameUpdateTime.TotalGameTime += elapsedUpdate;
}
//TODO: behaviour of update is wrong (I think): update should be called multiple times if we are behind the time
//TODO: is update called if minimized?
lastUpdate = GameTimer.Timestamp;
Update(gameUpdateTime);
elapsedUpdate = TimeSpan.FromTicks(GameTimer.Timestamp - lastUpdate);
gameUpdateTime.IsRunningSlowly = isFixedTimeStep && elapsedUpdate > targetElapsedTime;
if (!Window.IsMinimized && BeginDraw())
{
//TODO: does draw always get the same time as update or is the time updated in between? (this solution is like in Mono.XNA but it is wrong, I think)
Draw(gameUpdateTime);
EndDraw();
}
}
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.lastUpdate = GameTimer.Timestamp;
this.Update(this.gameTime);
this.doneFirstUpdate = true;
this.host.Run();
this.EndRun();
}
private void DrawFrame()
{
try
{
if (((!this.ShouldExit && this.doneFirstUpdate) && !this.Window.IsMinimized) && this.BeginDraw())
{
this.gameTime.TotalGameTime = this.totalGameTime;
//this.gameTime.ElapsedGameTime = this.lastFrameElapsedGameTime;
//this.gameTime.IsRunningSlowly = this.drawRunningSlowly;
this.Draw(this.gameTime);
this.EndDraw();
//this.doneFirstDraw = true;
}
}
finally
{
//this.lastFrameElapsedGameTime = TimeSpan.Zero;
}
}
private void HostActivated(object sender, EventArgs e)
{
//TODO: implement
//if (!this.isActive)
//{
// this.isActive = true;
// this.OnActivated(this, EventArgs.Empty);
//}
}
private void HostDeactivated(object sender, EventArgs e)
{
//TODO: implement
//if (this.isActive)
//{
// this.isActive = false;
// this.OnDeactivated(this, EventArgs.Empty);
//}
}
private void HostExiting(object sender, EventArgs e)
{
//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();
}
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
{
if (this.host != null)
{
return this.host.Window;
}
return null;
}
}
public bool IsFixedTimeStep
{
get
{
return isFixedTimeStep;
}
set
{
isFixedTimeStep = value;
}
}
public TimeSpan TargetElapsedTime
{
get
{
return targetElapsedTime;
}
set
{
targetElapsedTime = value;
}
}
public TimeSpan InactiveSleepTime
{
get;
set;
}
public bool IsActive
{
get
{
throw new NotImplementedException();
}
}
internal bool IsActiveIgnoringGuide
{
get
{
throw new NotImplementedException();
}
}
public bool IsMouseVisible
{
get;
set;
}
public LaunchParameters LaunchParameters
{
get
{
throw new NotImplementedException();
}
}
public GameComponentCollection Components
{
get
{
throw new NotImplementedException();
}
}
public void Dispose()
{
//TODO: dispose everything to dispose :-)
}
protected virtual void Dispose(bool disposing)
{
//TODO: dispose everything to dispose :-)
}
protected virtual void OnActivated(Object sender, EventArgs args)
{
throw new NotImplementedException();
}
protected virtual void OnDeactivated(Object sender, EventArgs args)
{
throw new NotImplementedException();
}
protected virtual void OnExiting(Object sender, EventArgs args)
{
throw new NotImplementedException();
}
protected virtual bool ShowMissingRequirementMessage(Exception exception)
{
throw new NotImplementedException();
}
}
}