refactor and better screen mechanism (probably)

This commit is contained in:
2018-11-17 23:27:05 -06:00
parent 8377bb5ae8
commit 1195b8228a
15 changed files with 89 additions and 71 deletions

View File

@@ -11,18 +11,17 @@ using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
public delegate void ContentSystemUpdate(String fileName, float completed);
public class ContentSystem
public class ContentManagerController
{
public event ContentSystemUpdate ContentSystemListeners;
Thread thread;
readonly ContentManager contentManager;
readonly Queue<LoadableContent> queue;
Dictionary<string, IDisposable> assets;
public readonly Dictionary<Type, IContentPathModifier> contentPathModifier;
volatile float progress;
public ContentSystem(ContentManager contentManager)
volatile bool running;
public ContentManagerController(ContentManager contentManager)
{
this.contentManager = contentManager;
assets = new Dictionary<string, IDisposable>();
@@ -46,6 +45,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
public T Get<T>(string assetName)
{
Console.WriteLine("Attempt get");
lock (queue)
{
return (T)assets[assetName];
@@ -83,6 +83,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
private void LoadBatch()
{
running = true;
int totalTasks = queue.Count;
int tasksCompleted = 0;
while (queue.Count != 0)
@@ -93,9 +94,9 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
Load(content.assetName, content.type, content.usePathModifier);
tasksCompleted++;
progress = (float)tasksCompleted / totalTasks;
OnProgress(content.assetName, progress);
}
}
running = false;
}
/// <summary>
/// Removes the asset from the list of assets in the system.
@@ -143,15 +144,10 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
get
{
return queue.Count == 0;
return !running && queue.Count == 0;
}
}
protected virtual void OnProgress(string fileName, float progress)
{
ContentSystemListeners?.Invoke(fileName, progress);
}
public float Progress
{
get

View File

@@ -1,14 +1,11 @@
using RhythmBullet.Zer01HD.Utilities.Persistence;
using RhythmBullet.Zer01HD.Preferences;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Serialization;
namespace RhythmBullet.Zer01HD.Utilities
namespace RhythmBullet.Zer01HD.Utilities.Persistence
{
public class PreferencesManager
{
@@ -21,12 +18,13 @@ namespace RhythmBullet.Zer01HD.Utilities
this.savePath = savePath;
Directory.CreateDirectory(savePath);
preferenceList = new Dictionary<Type, Preferences>();
Debug.WriteLine("Preference manager setting up...");
Type[] preferenceTypes = new Type[preferences.Length];
for (int prefID = 0; prefID < preferences.Length; prefID++)
{
preferenceList.Add(preferences[prefID].GetType(), preferences[prefID]);
preferenceTypes[prefID] = preferences[prefID].GetType();
Debug.WriteLine(preferences[prefID] + " added to list of preferences");
}
xmlSerializer = new XmlSerializer(typeof(Preferences), preferenceTypes);

View File

@@ -1,15 +1,17 @@

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Diagnostics;
namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
{
class LoadingScreen : Screen, ITransition
public class LoadingScreen : Screen, ITransition
{
private const float ENTER_TIME = 2f;
private const float EXIT_TIME = 1f;
Game game;
readonly Texture2D texture;
Color color;
Rectangle textureBounds;
@@ -22,12 +24,14 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
readonly bool rotate;
Vector2 origin;
public LoadingScreen(Texture2D texture, float proportion, bool rotate = false) : base(true)
public LoadingScreen(Game game, Texture2D screenImage, float proportion, bool rotate = false) : base(true)
{
this.texture = texture;
this.game = game;
this.texture = screenImage;
this.proportion = proportion;
this.rotate = rotate;
Transitions.Add(this);
game.IsMouseVisible = false;
}
public void InitiateTransition(Rectangle dimensions)

View File

@@ -10,16 +10,17 @@ using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
{
public delegate void RequireNextScreen(Screen screen);
public delegate void FirstScreenChange(Screen screen);
public class ScreenManager : IDisposable
{
public event RequireNextScreen RequireNextScreenEvent;
public event FirstScreenChange RequireNextScreenEvent;
private GraphicsDeviceManager graphics;
private Screen previousScreen;
private RenderTarget2D previousScreenRenderTarget;
private Screen currentScreen;
private Camera2D camera;
private bool firstScreenChangeComplete;
public Screen Screen
{
get
@@ -42,7 +43,6 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
graphics.GraphicsDevice.Clear(Color.Black);
Debug.WriteLine("Showing " + value.GetType().Name);
Debug.WriteLine("Previous screen is " + previousScreen?.GetType().Name);
Screen.Show();
}
}
@@ -67,9 +67,10 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
case ScreenState.ExitTransition:
if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone))
{
if (Screen.NextScreen == null)
if (!firstScreenChangeComplete)
{
OnRequireNextScreen(Screen);
firstScreenChangeComplete = true;
OnFirstScreenChange(Screen);
}
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);
}