- 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%)
520 lines
16 KiB
C#
520 lines
16 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using ANX.Framework.Content;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using NLog;
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#endregion // Using Statements
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#region License
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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.
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// If you do not accept the license, do not use the software.
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//
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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.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// 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
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{
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public class Game : IDisposable
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{
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private static Logger logger = LogManager.GetCurrentClassLogger();
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private IGraphicsDeviceManager graphicsDeviceManager;
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private IGraphicsDeviceService graphicsDeviceService;
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private GameServiceContainer gameServices;
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private bool inRun;
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private bool doneFirstUpdate;
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private GameHost host;
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private bool ShouldExit;
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private GameTimer clock;
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private bool isFixedTimeStep;
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private TimeSpan targetElapsedTime;
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private GameTime gameTime;
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private TimeSpan totalGameTime;
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private long lastUpdate;
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private GameTime gameUpdateTime;
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private TimeSpan inactiveSleepTime;
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private ContentManager content;
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// Events
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public event EventHandler<EventArgs> Activated;
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public event EventHandler<EventArgs> Deactivated;
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public event EventHandler<EventArgs> Disposed;
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public event EventHandler<EventArgs> Exiting;
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public Game()
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{
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logger.Info("created a new Game-Class");
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this.gameServices = new GameServiceContainer();
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this.gameTime = new GameTime();
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try
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{
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logger.Info("initializing AddInSystemFactory");
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AddInSystemFactory.Instance.Initialize();
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}
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catch (Exception ex)
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{
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logger.ErrorException("Error while initializing AddInSystem.", ex);
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throw new AddInLoadingException("Error while initializing AddInSystem.", ex);
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}
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AddSystemCreator<IInputSystemCreator>();
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AddSystemCreator<ISoundSystemCreator>();
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AddSystemCreator<IMediaSystemCreator>();
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IRenderSystemCreator renderSystemCreator =
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AddSystemCreator<IRenderSystemCreator>();
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logger.Info("creating GameHost");
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if (renderSystemCreator != null)
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{
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this.host = renderSystemCreator.CreateGameHost(this);
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this.host.Activated += HostActivated;
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this.host.Deactivated += HostDeactivated;
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this.host.Suspend += HostSuspend;
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this.host.Resume += HostResume;
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this.host.Idle += HostIdle;
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this.host.Exiting += HostExiting;
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}
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else
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{
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logger.Error("could not fetch RenderSystem creator to create a game host...");
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throw new NullReferenceException("could not fetch RenderSystem creator");
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}
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logger.Info("creating ContentManager");
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this.content = new ContentManager(this.gameServices);
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logger.Info("creating GameTimer");
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this.clock = new GameTimer();
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this.isFixedTimeStep = true;
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this.gameUpdateTime = new GameTime();
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this.inactiveSleepTime = TimeSpan.Zero;
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this.targetElapsedTime = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / 60L); // default is 1/60s
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logger.Info("finished initializing new Game class");
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}
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~Game()
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{
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//TODO: implement
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}
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#region AddSystemCreator
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private T AddSystemCreator<T>() where T : class, ICreator
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{
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T creator = AddInSystemFactory.Instance.GetDefaultCreator<T>();
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if (creator != null)
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{
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this.gameServices.AddService(typeof(T), creator);
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}
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return creator;
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}
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#endregion
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protected virtual void Initialize()
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{
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//TODO: implement
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this.LoadContent();
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}
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protected virtual void Update(GameTime gameTime)
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{
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}
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protected virtual void Draw(GameTime gameTime)
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{
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}
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protected virtual void LoadContent()
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{
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}
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protected virtual void UnloadContent()
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{
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}
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protected virtual void BeginRun()
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{
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}
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protected virtual void EndRun()
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{
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}
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public void RunOneFrame()
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{
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throw new NotImplementedException();
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}
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public void SuppressDraw()
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{
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throw new NotImplementedException();
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}
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public void ResetElapsedTime()
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{
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throw new NotImplementedException();
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}
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protected virtual bool BeginDraw()
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{
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if ((this.graphicsDeviceManager != null) && !this.graphicsDeviceManager.BeginDraw())
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{
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return false;
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}
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//Logger.BeginLogEvent(LoggingEvent.Draw, "");
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return true;
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}
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protected virtual void EndDraw()
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{
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if (this.graphicsDeviceManager != null)
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{
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this.graphicsDeviceManager.EndDraw();
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}
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}
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public void Exit()
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{
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this.ShouldExit = true;
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this.host.Exit();
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}
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public void Run()
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{
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this.RunGame();
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}
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public void Tick()
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{
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//TODO: calculation of times is wrong
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//TODO: encapsulate timing stuff in GameTimer class
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TimeSpan elapsedUpdate = TimeSpan.FromTicks(GameTimer.Timestamp - lastUpdate);
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if (isFixedTimeStep)
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{
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while (elapsedUpdate < targetElapsedTime)
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{
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Thread.Sleep(TargetElapsedTime.Milliseconds - elapsedUpdate.Milliseconds);
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elapsedUpdate = TimeSpan.FromTicks(GameTimer.Timestamp - elapsedUpdate.Ticks);
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}
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gameUpdateTime.ElapsedGameTime = targetElapsedTime;
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gameUpdateTime.TotalGameTime += elapsedUpdate;
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}
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else
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{
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gameUpdateTime.ElapsedGameTime = elapsedUpdate;
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gameUpdateTime.TotalGameTime += elapsedUpdate;
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}
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//TODO: behaviour of update is wrong (I think): update should be called multiple times if we are behind the time
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//TODO: is update called if minimized?
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lastUpdate = GameTimer.Timestamp;
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Update(gameUpdateTime);
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elapsedUpdate = TimeSpan.FromTicks(GameTimer.Timestamp - lastUpdate);
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gameUpdateTime.IsRunningSlowly = isFixedTimeStep && elapsedUpdate > targetElapsedTime;
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if (!Window.IsMinimized && BeginDraw())
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{
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//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)
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Draw(gameUpdateTime);
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EndDraw();
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}
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}
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private void RunGame()
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{
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this.graphicsDeviceManager = this.Services.GetService(typeof(IGraphicsDeviceManager)) as IGraphicsDeviceManager;
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if (this.graphicsDeviceManager != null)
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{
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this.graphicsDeviceManager.CreateDevice();
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}
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this.Initialize();
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this.inRun = true;
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this.BeginRun();
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this.gameTime.ElapsedGameTime = TimeSpan.Zero;
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this.gameTime.TotalGameTime = this.totalGameTime;
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this.gameTime.IsRunningSlowly = false;
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this.lastUpdate = GameTimer.Timestamp;
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this.Update(this.gameTime);
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this.doneFirstUpdate = true;
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this.host.Run();
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this.EndRun();
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}
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private void DrawFrame()
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{
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try
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{
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if (((!this.ShouldExit && this.doneFirstUpdate) && !this.Window.IsMinimized) && this.BeginDraw())
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{
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this.gameTime.TotalGameTime = this.totalGameTime;
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//this.gameTime.ElapsedGameTime = this.lastFrameElapsedGameTime;
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//this.gameTime.IsRunningSlowly = this.drawRunningSlowly;
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this.Draw(this.gameTime);
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this.EndDraw();
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//this.doneFirstDraw = true;
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}
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}
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finally
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{
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//this.lastFrameElapsedGameTime = TimeSpan.Zero;
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}
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}
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private void HostActivated(object sender, EventArgs e)
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{
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//TODO: implement
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//if (!this.isActive)
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//{
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// this.isActive = true;
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// this.OnActivated(this, EventArgs.Empty);
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//}
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}
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private void HostDeactivated(object sender, EventArgs e)
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{
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//TODO: implement
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//if (this.isActive)
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//{
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// this.isActive = false;
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// this.OnDeactivated(this, EventArgs.Empty);
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//}
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}
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private void HostExiting(object sender, EventArgs e)
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{
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//TODO: implement
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//this.OnExiting(this, EventArgs.Empty);
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}
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private void HostIdle(object sender, EventArgs e)
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{
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this.Tick();
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}
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private void HostResume(object sender, EventArgs e)
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{
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//TODO: implement
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//this.clock.Resume();
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}
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private void HostSuspend(object sender, EventArgs e)
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{
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//TODO: implement
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//this.clock.Suspend();
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}
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public GameServiceContainer Services
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{
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get
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{
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return this.gameServices;
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}
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}
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public ContentManager Content
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{
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get
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{
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return this.content;
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}
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set
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{
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this.content = value;
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}
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}
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public GraphicsDevice GraphicsDevice
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{
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get
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{
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//TODO: GraphicsDevice property is heavily used. Maybe it is better to hook an event to the services container and
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// cache the reference to the GraphicsDeviceService to prevent accessing the dictionary of the services container
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IGraphicsDeviceService graphicsDeviceService = this.graphicsDeviceService;
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if (graphicsDeviceService == null)
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{
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graphicsDeviceService = this.Services.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService;
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//TODO: exception if null
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}
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return graphicsDeviceService.GraphicsDevice;
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}
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}
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public GameWindow Window
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{
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get
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{
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if (this.host != null)
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{
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return this.host.Window;
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}
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return null;
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}
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}
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public bool IsFixedTimeStep
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{
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get
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{
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return isFixedTimeStep;
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}
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set
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{
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isFixedTimeStep = value;
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}
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}
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public TimeSpan TargetElapsedTime
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{
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get
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{
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return targetElapsedTime;
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}
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set
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{
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targetElapsedTime = value;
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}
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}
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public TimeSpan InactiveSleepTime
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{
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get;
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set;
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}
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public bool IsActive
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{
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get
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{
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throw new NotImplementedException();
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}
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}
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internal bool IsActiveIgnoringGuide
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{
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get
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{
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throw new NotImplementedException();
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}
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}
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public bool IsMouseVisible
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{
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get;
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set;
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}
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public LaunchParameters LaunchParameters
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{
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get
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{
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throw new NotImplementedException();
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}
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}
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public GameComponentCollection Components
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{
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get
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{
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throw new NotImplementedException();
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}
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}
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public void Dispose()
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{
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//TODO: dispose everything to dispose :-)
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}
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protected virtual void Dispose(bool disposing)
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{
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//TODO: dispose everything to dispose :-)
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}
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protected virtual void OnActivated(Object sender, EventArgs args)
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{
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throw new NotImplementedException();
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}
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protected virtual void OnDeactivated(Object sender, EventArgs args)
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{
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throw new NotImplementedException();
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}
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protected virtual void OnExiting(Object sender, EventArgs args)
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{
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throw new NotImplementedException();
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}
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protected virtual bool ShowMissingRequirementMessage(Exception exception)
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{
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throw new NotImplementedException();
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}
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}
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}
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