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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00
2024-05-01 19:09:43 -03:00

77 lines
1.9 KiB
C++

// xna.cpp : Defines the entry point for the application.
//
#include "xna.h"
using namespace std;
using namespace xna;
namespace xna {
class Game1 : public Game {
public:
Game1() {
auto _game = reinterpret_cast<Game*>(this);
graphics = New<GraphicsDeviceManager>(_game);
graphics->PreferredBackBufferWidth(1280);
graphics->PreferredBackBufferHeight(720);
contentManager = New<ContentManager>("Content");
//const auto s = contentManager->_path.string();
// const auto current = std::filesystem::current_path();
//auto s = contentManager->OpenStream("file");
//DecompressStream::Decompress();
}
void Initialize() override {
graphics->Initialize();
Game::Initialize();
}
void LoadContent() override {
spriteBatch = New<SpriteBatch>(*_graphicsDevice);
XnaErrorCode err;
texture = Texture2D::FromStream(*_graphicsDevice, "D:\\sprite.jpg", &err);
Game::LoadContent();
}
void Update(GameTime const& gameTime) override {
if (Keyboard::GetState().IsKeyDown(Keys::Escape) || GamePad.GetState(PlayerIndex::One).IsButtonDown(Buttons::Back))
Exit();
Game::Update(gameTime);
}
void Draw(GameTime const& gameTime) override {
_graphicsDevice->Clear(Colors::CornflowerBlue);
spriteBatch->Begin();
spriteBatch->Draw(*texture, position, Colors::White);
spriteBatch->End();
Game::Draw(gameTime);
}
private:
sptr<GraphicsDeviceManager> graphics = nullptr;
sptr<SpriteBatch> spriteBatch = nullptr;
sptr<Texture2D> texture = nullptr; //200x200
Vector2 position{};
std::vector<Vector2> points;
MouseState currentState{};
MouseState oldState{};
float vel = 1;
int var = 0;
sptr<ContentManager> contentManager;
};
}
int APIENTRY WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nCmdShow) {
auto game = xna::Game1();
const auto result = game.Run();
return result;
}