reorganized file structure; texture and fonts now have appropriate folder resolver;
This commit is contained in:
parent
7735445888
commit
539a39e51f
@ -42,21 +42,27 @@
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<ApplicationManifest>app.manifest</ApplicationManifest>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Zer01HD\Game\LoadingScreen.cs" />
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<Compile Include="Zer01HD\Utilities\UI\LoadingScreen.cs" />
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<Compile Include="Zer01HD\Game\MainScreen\MainScreen.cs" />
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<Compile Include="Zer01HD\UI\Modular\Module.cs" />
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<Compile Include="Zer01HD\UI\Modular\ModuleGroup.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\Module.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\ModuleGroup.cs" />
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<Compile Include="RhythmBulletGame.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Zer01HD\UI\Book\Page.cs" />
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<Compile Include="Zer01HD\UI\Book\Book.cs" />
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<Compile Include="Zer01HD\UI\Modular\Text.cs" />
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<Compile Include="Zer01HD\UI\Screen.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Book\Page.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Book\Book.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\Text.cs" />
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<Compile Include="Zer01HD\Utilities\UI\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\Utilities\ContentSystem\IContentResolver.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\Utilities\Preferences.cs" />
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<Compile Include="Zer01HD\Utilities\Resolution.cs" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="MonoGame.Framework">
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@ -2,8 +2,10 @@
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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;
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using RhythmBullet.Zer01HD.Game.ContentResolvers;
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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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namespace RhythmBullet
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{
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@ -15,6 +17,7 @@ namespace RhythmBullet
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public GraphicsDeviceManager Graphics;
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SpriteBatch spriteBatch;
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public readonly ContentSystem Assets;
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private readonly ResolutionContentResolver resolutionContentResolver;
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private Screen currentScreen;
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Screen CurrentScreen
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{
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@ -41,6 +44,10 @@ namespace RhythmBullet
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Window.IsBorderless = true;
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Content.RootDirectory = "Content";
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Assets = new ContentSystem(Content);
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resolutionContentResolver = new ResolutionContentResolver();
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FontContentResolver fcr = new FontContentResolver(resolutionContentResolver);
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Assets.contentResolver.Add(typeof(Texture2D), resolutionContentResolver);
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Assets.contentResolver.Add(typeof(SpriteFont), fcr);
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}
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/// <summary>
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@ -102,11 +109,16 @@ namespace RhythmBullet
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base.Draw(gameTime);
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}
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public void Resize(int width, int height)
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public void Reload()
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{
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Graphics.PreferredBackBufferWidth = width;
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Graphics.PreferredBackBufferHeight = height;
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Assets.UnloadAll();
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resolutionContentResolver.Width = Graphics.PreferredBackBufferWidth;
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resolutionContentResolver.Height = Graphics.PreferredBackBufferHeight;
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}
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void QueueContent()
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{
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}
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}
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}
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@ -0,0 +1,24 @@
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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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.Tasks;
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namespace RhythmBullet.Zer01HD.Game.ContentResolvers
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{
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class FontContentResolver : IContentResolver
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{
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readonly ResolutionContentResolver rcr;
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public FontContentResolver(ResolutionContentResolver rcr)
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{
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this.rcr = rcr;
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}
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public string Load(string assetName)
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{
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return rcr.Load("fonts/" + assetName);
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}
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}
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}
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@ -0,0 +1,109 @@
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using RhythmBullet.Zer01HD.Game.Preferences;
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using RhythmBullet.Zer01HD.Utilities;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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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.Tasks;
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namespace RhythmBullet.Zer01HD.Game.ContentResolvers
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{
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class ResolutionContentResolver : IContentResolver
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{
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int width, height;
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bool updated;
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Resolution bestResolution;
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public int Width
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{
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get
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{
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return width;
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}
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set
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{
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updated = true;
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width = value;
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}
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}
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public int Height
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{
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get
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{
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return height;
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}
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set
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{
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updated = true;
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height = value;
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}
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}
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Resolution[] resolutions = {
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new Resolution(1920, 1080),
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new Resolution(2560, 1440),
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new Resolution(3840, 2160)
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};
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Resolution ChooseRounded()
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{
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updated = false;
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Resolution best = resolutions[0];
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int leastDifference = -1;
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int w = Width, h = Height;
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if (w > h)
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{
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for (int i = 0; i < resolutions.Length; i++)
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{
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int currentDiff = h - resolutions[i].Height;
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if (currentDiff < 0)
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{
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currentDiff = currentDiff * -1;
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}
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if ((currentDiff < leastDifference) || leastDifference == -1)
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{
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best = resolutions[i];
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leastDifference = currentDiff;
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}
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}
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}
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else
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{
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for (int i = 0; i < resolutions.Length; i++)
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{
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int currentDiff = w - resolutions[i].Width;
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if (currentDiff < 0)
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{
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currentDiff = currentDiff * -1;
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}
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if (currentDiff < leastDifference || leastDifference == -1)
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{
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best = resolutions[i];
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leastDifference = currentDiff;
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}
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}
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}
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return best;
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}
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public string Load(string path)
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{
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if (updated)
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{
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bestResolution = ChooseRounded();
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}
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return bestResolution + "/" + path;
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}
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}
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}
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Utilities.UI;
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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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RhythmBullet/Zer01HD/Game/Preferences/Controls.cs
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12
RhythmBullet/Zer01HD/Game/Preferences/Controls.cs
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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.Tasks;
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namespace RhythmBullet.Zer01HD.Game.Preferences
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{
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class Controls
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{
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}
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}
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RhythmBullet/Zer01HD/Game/Preferences/General.cs
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16
RhythmBullet/Zer01HD/Game/Preferences/General.cs
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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.Tasks;
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namespace RhythmBullet.Zer01HD.Game.Preferences
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{
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class General
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{
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public Resolution Resolution;
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public bool Fullscreen;
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public float MusicVolume;
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public float FXVolume;
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}
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}
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readonly ContentManager contentManager;
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readonly Queue<ContentLoad> queue;
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Dictionary<string, IDisposable> assets;
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readonly Dictionary<Type, IContentResolver> contentResolver;
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public readonly Dictionary<Type, IContentResolver> contentResolver;
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public ContentSystem(ContentManager contentManager)
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{
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@ -69,7 +69,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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/// <summary>
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/// Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame.
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/// </summary>
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void Update()
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public void Update()
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{
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if (queue.Count > 0)
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{
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@ -81,16 +81,45 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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}
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}
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void UnloadAll()
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/// <summary>
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/// Removes the asset from the list of assets in the system.
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/// Cannot remove from queue.
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/// </summary>
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/// <param name="name">the string name used to load the asset</param>
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public void Remove(string name)
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{
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if (assets.ContainsKey(name))
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{
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assets[name].Dispose();
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assets.Remove(name);
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}
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}
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/// <summary>
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/// Clears the queue.
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/// </summary>
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public void ClearQueue()
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{
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lock(queue)
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{
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queue.Clear();
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}
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}
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/// <summary>
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/// Unloads everything from both queue and loaded list while properly disposing of the assets loaded.
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/// </summary>
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public void UnloadAll()
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{
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foreach (KeyValuePair<string, IDisposable> asset in assets)
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{
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asset.Value.Dispose();
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assets.Remove(asset.Key);
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}
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ClearQueue();
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}
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bool Done()
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public bool Done()
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{
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return queued;
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}
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namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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interface IContentResolver
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public interface IContentResolver
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{
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string Load(string path);
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/// <summary>
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/// Returns the complete path with the content folder as root.
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/// </summary>
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/// <param name="assetName">Is the asset's name</param>
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/// <returns></returns>
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string Load(string assetName);
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}
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}
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RhythmBullet/Zer01HD/Utilities/Preferences.cs
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12
RhythmBullet/Zer01HD/Utilities/Preferences.cs
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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.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities
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{
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class Preferences
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{
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}
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}
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RhythmBullet/Zer01HD/Utilities/Resolution.cs
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34
RhythmBullet/Zer01HD/Utilities/Resolution.cs
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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.Tasks;
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namespace RhythmBullet.Zer01HD.Game.Preferences
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{
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public class Resolution : IComparable<Resolution>
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{
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public int Width, Height;
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public Resolution(int width, int height)
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{
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Width = width;
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Height = height;
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}
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public int CompareTo(Resolution other)
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{
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return Area() - other.Area();
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}
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public override string ToString()
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{
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return Width + "x" + Height;
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}
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public int Area()
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{
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return Width * Height;
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}
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}
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}
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@ -2,6 +2,7 @@
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Utilities.UI;
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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.Tasks;
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namespace RhythmBullet.Zer01HD.UI
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namespace RhythmBullet.Zer01HD.Utilities.UI
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{
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public class Screen
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{
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