SND\AstrorEnales_cp 1cebf6f91e - Introduced new MediaSystem creator (handling the whole Media namespace)
- Made the plugin handling internally way simpler (no tons of duplicated code anymore)
- Added empty MediaSystem to have a default for now (Windows.OpenAL)
- Added a PercentageCompleteAttribute which will be used to mark the current state of a class (0-100%)
2012-02-15 19:48:46 +00:00

520 lines
16 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;
using NLog;
#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 static Logger logger = LogManager.GetCurrentClassLogger();
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;
public Game()
{
logger.Info("created a new Game-Class");
this.gameServices = new GameServiceContainer();
this.gameTime = new GameTime();
try
{
logger.Info("initializing AddInSystemFactory");
AddInSystemFactory.Instance.Initialize();
}
catch (Exception ex)
{
logger.ErrorException("Error while initializing AddInSystem.", ex);
throw new AddInLoadingException("Error while initializing AddInSystem.", ex);
}
AddSystemCreator<IInputSystemCreator>();
AddSystemCreator<ISoundSystemCreator>();
AddSystemCreator<IMediaSystemCreator>();
IRenderSystemCreator renderSystemCreator =
AddSystemCreator<IRenderSystemCreator>();
logger.Info("creating GameHost");
if (renderSystemCreator != null)
{
this.host = renderSystemCreator.CreateGameHost(this);
this.host.Activated += HostActivated;
this.host.Deactivated += HostDeactivated;
this.host.Suspend += HostSuspend;
this.host.Resume += HostResume;
this.host.Idle += HostIdle;
this.host.Exiting += HostExiting;
}
else
{
logger.Error("could not fetch RenderSystem creator to create a game host...");
throw new NullReferenceException("could not fetch RenderSystem creator");
}
logger.Info("creating ContentManager");
this.content = new ContentManager(this.gameServices);
logger.Info("creating GameTimer");
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
logger.Info("finished initializing new Game class");
}
~Game()
{
//TODO: implement
}
#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)
{
}
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();
}
}
}