-
-
Notifications
You must be signed in to change notification settings - Fork 1
/
GameWindow.cs
159 lines (127 loc) · 4.72 KB
/
GameWindow.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using NuciXNA.DataAccess.Content;
using NuciXNA.Graphics;
using NuciXNA.Gui;
using NuciXNA.Gui.Screens;
using NuciXNA.Input;
using Narivia.Gui;
using Narivia.Gui.Screens;
using Narivia.Settings;
namespace Narivia
{
/// <summary>
/// This is the main type for the game.
/// </summary>
public class GameWindow : Game
{
readonly GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
readonly FpsIndicator fpsIndicator;
readonly Cursor cursor;
static bool exitGame = false;
/// <summary>
/// Initializes a new instance of the <see cref="GameWindow"/> class.
/// </summary>
public GameWindow()
{
graphics = new GraphicsDeviceManager(this)
{
PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8
};
Content.RootDirectory = "Content";
fpsIndicator = new FpsIndicator();
cursor = new Cursor();
}
public static void Quit()
{
exitGame = true;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: Logging
//LogManager.Instance.LogsDirectory = ApplicationPaths.LogsDirectory;
//LogManager.Instance.LoadContent();
//LogManager.Instance.Info(Operation.GameStart, OperationStatus.Started);
GraphicsManager.Instance.SpriteBatch = spriteBatch;
GraphicsManager.Instance.Graphics = graphics;
NuciContentManager.Instance.LoadContent(Content, GraphicsDevice);
SettingsManager.Instance.LoadContent();
ScreenManager.Instance.SpriteBatch = spriteBatch;
ScreenManager.Instance.StartingScreenType = typeof(SplashScreen);
ScreenManager.Instance.LoadContent();
fpsIndicator.LoadContent();
cursor.LoadContent();
// TODO: Logging
//LogManager.Instance.Info(Operation.GameStart, OperationStatus.Success);
}
/// <summary>
/// Unloads the content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Logging
//LogManager.Instance.Info(Operation.GameStop, OperationStatus.Started);
ScreenManager.Instance.UnloadContent();
fpsIndicator.UnloadContent();
cursor.UnloadContent();
// TODO: Logging
//LogManager.Instance.Info(Operation.GameStop, OperationStatus.Success);
//LogManager.Instance.UnloadContent();
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (exitGame)
{
Exit();
}
SettingsManager.Instance.Update();
ScreenManager.Instance.Update(gameTime);
if (IsActive)
{
InputManager.Instance.Update();
}
else // TODO: It shouldn't reset them every single tick when the window's not active
{
InputManager.Instance.ResetInputStates();
}
fpsIndicator.Update(gameTime);
cursor.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
ScreenManager.Instance.Draw(spriteBatch);
fpsIndicator.Draw(spriteBatch);
cursor.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}