refactor and better screen mechanism (probably)
This commit is contained in:
parent
8377bb5ae8
commit
1195b8228a
@ -700,3 +700,15 @@
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/processorParam:TextureFormat=Color
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/build:loading_ring.png
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#begin cursor.png
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/importer:TextureImporter
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/processor:TextureProcessor
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/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:ColorKeyEnabled=True
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/processorParam:GenerateMipmaps=False
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/processorParam:PremultiplyAlpha=True
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/processorParam:ResizeToPowerOfTwo=False
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=Color
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/build:cursor.png
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BIN
RhythmBullet/Content/cursor.png
Normal file
BIN
RhythmBullet/Content/cursor.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 82 KiB |
@ -47,8 +47,8 @@
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<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Zer01HD\Game\Screens\MainMenu\MainPage.cs" />
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<Compile Include="Zer01HD\Game\Screens\Transitions\FadeAwayTransition.cs" />
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<Compile Include="Zer01HD\Screens\MainMenu\MainPage.cs" />
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<Compile Include="Zer01HD\Screens\Transitions\FadeAwayTransition.cs" />
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<Compile Include="Zer01HD\Utilities\Camera\Camera2D.cs" />
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<Compile Include="Zer01HD\Utilities\ContentSystem\NormalContentResolver.cs" />
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<Compile Include="Zer01HD\Utilities\Input\IInputListener.cs" />
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@ -59,7 +59,7 @@
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<Compile Include="Zer01HD\Utilities\UI\Interactive\BasicButton.cs" />
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<Compile Include="Zer01HD\Utilities\ScreenSystem\ITransition.cs" />
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<Compile Include="Zer01HD\Utilities\ScreenSystem\LoadingScreen.cs" />
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<Compile Include="Zer01HD\Game\Screens\MainMenu\MainScreen.cs" />
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<Compile Include="Zer01HD\Screens\MainMenu\MainScreen.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\Modules\Image.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\UIModule.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\UIModuleGroup.cs" />
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@ -71,13 +71,13 @@
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<Compile Include="Zer01HD\Utilities\UI\Modular\Modules\Text.cs" />
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<Compile Include="Zer01HD\Utilities\ScreenSystem\Screen.cs" />
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<Compile Include="Zer01HD\Utilities\ContentSystem\ContentLoad.cs" />
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<Compile Include="Zer01HD\Game\ContentResolvers\FontContentResolver.cs" />
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<Compile Include="Zer01HD\Game\ContentResolvers\ResolutionContentResolver.cs" />
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<Compile Include="Zer01HD\Utilities\ContentSystem\ContentSystem.cs" />
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<Compile Include="Zer01HD\ContentResolvers\FontContentResolver.cs" />
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<Compile Include="Zer01HD\ContentResolvers\ResolutionContentResolver.cs" />
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<Compile Include="Zer01HD\Utilities\ContentSystem\ContentManagerController.cs" />
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<Compile Include="Zer01HD\Utilities\ContentSystem\IContentPathModifier.cs" />
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<Compile Include="Zer01HD\Utilities\ParticleSystem\Particle.cs" />
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<Compile Include="Zer01HD\Game\Preferences\Controls.cs" />
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<Compile Include="Zer01HD\Game\Preferences\General.cs" />
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<Compile Include="Zer01HD\Preferences\Controls.cs" />
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<Compile Include="Zer01HD\Preferences\General.cs" />
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<Compile Include="Zer01HD\Utilities\Persistence\PreferencesManager.cs" />
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<Compile Include="Zer01HD\Utilities\DataTypes\Resolution.cs" />
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</ItemGroup>
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@ -1,14 +1,15 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using RhythmBullet.Zer01HD.Game.ContentResolvers;
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using RhythmBullet.Zer01HD.Game.Preferences;
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using RhythmBullet.Zer01HD.Game.Screens.MainMenu;
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using RhythmBullet.Zer01HD.ContentResolvers;
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using RhythmBullet.Zer01HD.Preferences;
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using RhythmBullet.Zer01HD.Screens.MainMenu;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.Camera;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.DataTypes;
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using RhythmBullet.Zer01HD.Utilities.Input;
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using RhythmBullet.Zer01HD.Utilities.Persistence;
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using RhythmBullet.Zer01HD.Utilities.ScreenSystem;
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using System;
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using System.Diagnostics;
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@ -26,18 +27,19 @@ namespace RhythmBullet
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public readonly ContentSystem Assets;
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public readonly ContentManagerController Assets;
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readonly ResolutionContentResolver resolutionContentResolver;
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public PreferencesManager preferencesManager;
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private ScreenManager screenManager;
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public Camera2D Camera { get; private set; }
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private bool resizing;
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private bool initialLoadComplete;
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private MainScreen mainScreen;
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public RhythmBulletGame()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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Assets = new ContentSystem(Content);
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Assets = new ContentManagerController(Content);
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resolutionContentResolver = new ResolutionContentResolver();
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FontContentResolver fcr = new FontContentResolver(resolutionContentResolver);
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@ -77,9 +79,9 @@ namespace RhythmBullet
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spriteBatch = new SpriteBatch(GraphicsDevice);
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Camera = new Camera2D(graphics.GraphicsDevice);
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screenManager = new ScreenManager(graphics, Camera);
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screenManager.RequireNextScreenEvent += ExitTransitionComplete;
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screenManager.RequireNextScreenEvent += RequireNextScreen;
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QueueContent();
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screenManager.Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), 0.7f);
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screenManager.Screen = new LoadingScreen(this, Content.Load<Texture2D>("RhythmBullet"), 0.7f);
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}
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/// <summary>
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@ -106,6 +108,11 @@ namespace RhythmBullet
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{
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resizing = false;
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PostResize();
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} else if (!initialLoadComplete)
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{
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Console.WriteLine("Initial load complete.");
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initialLoadComplete = true;
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mainScreen = new MainScreen(Assets);
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}
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screenManager.UpdateCurrentScreen(gameTime, Assets.Done);
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@ -135,7 +142,7 @@ namespace RhythmBullet
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resizing = true;
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Assets.UnloadAll();
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QueueContent();
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screenManager.Resize(Content.Load<Texture2D>("loading_ring"));
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screenManager.Resize(new LoadingScreen(this, Content.Load<Texture2D>("loading_ring"), 0.4f));
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}
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private void PostResize()
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@ -146,14 +153,15 @@ namespace RhythmBullet
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private void QueueContent()
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{
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Assets.Queue<Texture2D>("cursor", false);
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Assets.Queue<Texture2D>("title");
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Assets.Queue<Texture2D>("default_cover", false);
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Assets.Queue<Texture2D>("backgrounds/mainBG");
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}
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private void ExitTransitionComplete(Screen Screen)
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private void RequireNextScreen(Screen Screen)
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{
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Screen.NextScreen = new MainScreen(Assets);
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Screen.NextScreen = mainScreen;
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}
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}
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}
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@ -5,7 +5,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Game.ContentResolvers
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namespace RhythmBullet.Zer01HD.ContentResolvers
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{
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class FontContentResolver : IContentPathModifier
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{
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@ -1,4 +1,4 @@
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using RhythmBullet.Zer01HD.Game.Preferences;
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using RhythmBullet.Zer01HD.Preferences;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.DataTypes;
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@ -8,7 +8,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Game.ContentResolvers
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namespace RhythmBullet.Zer01HD.ContentResolvers
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{
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class ResolutionContentResolver : IContentPathModifier
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{
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@ -1,7 +1,7 @@
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using Microsoft.Xna.Framework.Input;
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using RhythmBullet.Zer01HD.Utilities.Persistence;
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namespace RhythmBullet.Zer01HD.Game.Preferences
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namespace RhythmBullet.Zer01HD.Preferences
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{
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public class Controls : Utilities.Persistence.Preferences
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{
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@ -3,7 +3,7 @@ using System.Xml.Serialization;
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using RhythmBullet.Zer01HD.Utilities.DataTypes;
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using RhythmBullet.Zer01HD.Utilities.Persistence;
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namespace RhythmBullet.Zer01HD.Game.Preferences
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namespace RhythmBullet.Zer01HD.Preferences
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{
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public class General : Utilities.Persistence.Preferences
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{
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@ -4,12 +4,12 @@ using RhythmBullet.Zer01HD.UI.Book;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.UI.Modular.Modules;
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namespace RhythmBullet.Zer01HD.Game.Screens.MainMenu
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namespace RhythmBullet.Zer01HD.Screens.MainMenu
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{
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internal class MainPage : Page
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{
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Image title;
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internal MainPage(ContentSystem assets) : base(0, 0)
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internal MainPage(ContentManagerController assets) : base(0, 0)
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{
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title = new Image(assets.Get<Texture2D>("title"));
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AddModule(title);
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.Game.Screens.Transitions;
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using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using RhythmBullet.Zer01HD.Utilities.ScreenSystem;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework.Input;
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using RhythmBullet.Zer01HD.Screens.Transitions;
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using RhythmBullet.Zer01HD.UI.Book;
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using RhythmBullet.Zer01HD.Utilities.Camera;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.ScreenSystem;
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using System;
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namespace RhythmBullet.Zer01HD.Game.Screens.MainMenu
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namespace RhythmBullet.Zer01HD.Screens.MainMenu
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{
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class MainScreen : Screen
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{
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ContentManagerController assets;
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FadeAwayTransition fat;
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Texture2D background;
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Book book;
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MainPage mainPage;
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public MainScreen(ContentSystem assets) : base(true)
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public MainScreen(ContentManagerController assets) : base(true)
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{
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this.assets = assets;
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background = assets.Get<Texture2D>("backgrounds/mainBG");
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fat = new FadeAwayTransition(1.5f);
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book = new Book();
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@ -39,13 +38,13 @@ namespace RhythmBullet.Zer01HD.Game.Screens.MainMenu
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public override void Show()
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{
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Mouse.SetCursor(MouseCursor.FromTexture2D(assets.Get<Texture2D>("cursor"), 256, 256));
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Transitions.Add(fat);
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base.Show();
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}
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public override void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(background, ScreenSize, Color.White);
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book.Draw(spriteBatch);
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base.Draw(spriteBatch);
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
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namespace RhythmBullet.Zer01HD.Screens.Transitions
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{
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internal class FadeAwayTransition : IDisposable, ITransition
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{
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@ -11,18 +11,17 @@ using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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public delegate void ContentSystemUpdate(String fileName, float completed);
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public class ContentSystem
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public class ContentManagerController
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{
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public event ContentSystemUpdate ContentSystemListeners;
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Thread thread;
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readonly ContentManager contentManager;
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readonly Queue<LoadableContent> queue;
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Dictionary<string, IDisposable> assets;
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public readonly Dictionary<Type, IContentPathModifier> contentPathModifier;
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volatile float progress;
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public ContentSystem(ContentManager contentManager)
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volatile bool running;
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public ContentManagerController(ContentManager contentManager)
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{
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this.contentManager = contentManager;
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assets = new Dictionary<string, IDisposable>();
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@ -46,6 +45,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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public T Get<T>(string assetName)
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{
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Console.WriteLine("Attempt get");
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lock (queue)
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{
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return (T)assets[assetName];
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@ -83,6 +83,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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private void LoadBatch()
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{
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running = true;
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int totalTasks = queue.Count;
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int tasksCompleted = 0;
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while (queue.Count != 0)
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@ -93,9 +94,9 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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Load(content.assetName, content.type, content.usePathModifier);
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tasksCompleted++;
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progress = (float)tasksCompleted / totalTasks;
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OnProgress(content.assetName, progress);
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}
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}
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running = false;
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}
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/// <summary>
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/// Removes the asset from the list of assets in the system.
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@ -143,15 +144,10 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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get
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{
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return queue.Count == 0;
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return !running && queue.Count == 0;
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}
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}
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protected virtual void OnProgress(string fileName, float progress)
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{
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ContentSystemListeners?.Invoke(fileName, progress);
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}
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public float Progress
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{
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get
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@ -1,14 +1,11 @@
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using RhythmBullet.Zer01HD.Utilities.Persistence;
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using RhythmBullet.Zer01HD.Preferences;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml.Serialization;
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namespace RhythmBullet.Zer01HD.Utilities
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namespace RhythmBullet.Zer01HD.Utilities.Persistence
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{
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public class PreferencesManager
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{
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@ -21,12 +18,13 @@ namespace RhythmBullet.Zer01HD.Utilities
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this.savePath = savePath;
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Directory.CreateDirectory(savePath);
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preferenceList = new Dictionary<Type, Preferences>();
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Debug.WriteLine("Preference manager setting up...");
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Type[] preferenceTypes = new Type[preferences.Length];
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for (int prefID = 0; prefID < preferences.Length; prefID++)
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{
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preferenceList.Add(preferences[prefID].GetType(), preferences[prefID]);
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preferenceTypes[prefID] = preferences[prefID].GetType();
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Debug.WriteLine(preferences[prefID] + " added to list of preferences");
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}
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xmlSerializer = new XmlSerializer(typeof(Preferences), preferenceTypes);
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|
@ -1,15 +1,17 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Diagnostics;
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|
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namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
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{
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class LoadingScreen : Screen, ITransition
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public class LoadingScreen : Screen, ITransition
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{
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private const float ENTER_TIME = 2f;
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private const float EXIT_TIME = 1f;
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Game game;
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readonly Texture2D texture;
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Color color;
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Rectangle textureBounds;
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@ -22,12 +24,14 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
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readonly bool rotate;
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Vector2 origin;
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public LoadingScreen(Texture2D texture, float proportion, bool rotate = false) : base(true)
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public LoadingScreen(Game game, Texture2D screenImage, float proportion, bool rotate = false) : base(true)
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{
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this.texture = texture;
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this.game = game;
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this.texture = screenImage;
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this.proportion = proportion;
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this.rotate = rotate;
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Transitions.Add(this);
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game.IsMouseVisible = false;
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}
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public void InitiateTransition(Rectangle dimensions)
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|
@ -10,16 +10,17 @@ using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
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{
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public delegate void RequireNextScreen(Screen screen);
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public delegate void FirstScreenChange(Screen screen);
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public class ScreenManager : IDisposable
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{
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public event RequireNextScreen RequireNextScreenEvent;
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public event FirstScreenChange RequireNextScreenEvent;
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private GraphicsDeviceManager graphics;
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private Screen previousScreen;
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private RenderTarget2D previousScreenRenderTarget;
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private Screen currentScreen;
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private Camera2D camera;
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private bool firstScreenChangeComplete;
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public Screen Screen
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{
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get
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@ -42,7 +43,6 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
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graphics.GraphicsDevice.Clear(Color.Black);
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Debug.WriteLine("Showing " + value.GetType().Name);
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Debug.WriteLine("Previous screen is " + previousScreen?.GetType().Name);
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Screen.Show();
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}
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}
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@ -67,9 +67,10 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
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case ScreenState.ExitTransition:
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if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone))
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{
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if (Screen.NextScreen == null)
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if (!firstScreenChangeComplete)
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{
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OnRequireNextScreen(Screen);
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firstScreenChangeComplete = true;
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OnFirstScreenChange(Screen);
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}
|
||||
if (Screen.NextScreen != null)
|
||||
{
|
||||
@ -109,10 +110,10 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
public void Resize(Texture2D loadingScreenSymbol)
|
||||
public void Resize(LoadingScreen loadingScreen)
|
||||
{
|
||||
Screen.AssetLoadStateChange(true);
|
||||
Screen = new LoadingScreen(loadingScreenSymbol, 0.3f, true);
|
||||
Screen = loadingScreen;
|
||||
previousScreenRenderTarget.Dispose();
|
||||
previousScreenRenderTarget = null;
|
||||
}
|
||||
@ -122,7 +123,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
|
||||
Screen.AssetLoadStateChange(false);
|
||||
}
|
||||
|
||||
public void OnRequireNextScreen(Screen screen)
|
||||
public void OnFirstScreenChange(Screen screen)
|
||||
{
|
||||
RequireNextScreenEvent?.Invoke(screen);
|
||||
}
|
||||
|
Loading…
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Reference in New Issue
Block a user