using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using RecrownedAthenaeum.Render; using RecrownedAthenaeum.ContentSystem; using RecrownedAthenaeum.Input; using RecrownedAthenaeum.Persistence; using RecrownedAthenaeum.ScreenSystem; using RecrownedAthenaeum.SpecialTypes; using RecrownedAthenaeum.UI.SkinSystem; using RecrownedAthenaeum.UI.SkinSystem.Definitions; using RhythmBullet.Audio; using RhythmBullet.ContentResolvers; using RhythmBullet.Preferences; using RhythmBullet.Screens.MainMenu; using System; using System.Diagnostics; using System.IO; namespace RhythmBullet { /// /// This is the main type for your game. /// public class RhythmBulletGame : Game { public const int WORLD_WIDTH = 4; public const int WORLD_HEIGHT = 3; public static int pixels_per_WU; GraphicsDeviceManager graphics; ConsistentSpriteBatch spriteBatch; public readonly ContentManagerController assets; readonly ResolutionContentResolver resolutionContentResolver; public PreferencesManager preferencesManager; private ScreenManager screenManager; public Camera2D Camera { get; private set; } public BasicEffect cameraEffect; private bool resizing; private bool initialLoadComplete; private MainScreen mainScreen; private Texture2D currentCursorTexture; internal readonly MusicController musicController; private SkinManager skinManager = new SkinManager(); private ISkin Skin { get { return skinManager.Skin; } } public RhythmBulletGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; assets = new ContentManagerController(Content); musicController = new MusicController(); resolutionContentResolver = new ResolutionContentResolver(); FontContentResolver fcr = new FontContentResolver(resolutionContentResolver); assets.contentPathModifier.Add(typeof(Texture2D), resolutionContentResolver); assets.contentPathModifier.Add(typeof(SpriteFont), fcr); preferencesManager = new PreferencesManager( Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/RhythmBullet", new General(), new Controls()); preferencesManager.Load(); Resolution resolution = preferencesManager.GetPreferences().Resolution; graphics.PreferredBackBufferWidth = resolution.Width; graphics.PreferredBackBufferHeight = resolution.Height; } /// /// 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. /// protected override void Initialize() { General general = preferencesManager.GetPreferences(); Resolution resolution = general.Resolution; resolutionContentResolver.Width = resolution.Width; resolutionContentResolver.Height = resolution.Height; musicController.musicList.path = general.MusicDirectory; musicController.musicList.StartSearch(); if ((general.skinName ) != null) { skinManager.LoadSkin(Path.Combine(general.skinDirectory, general.skinName), graphics.GraphicsDevice); } Debug.WriteLine("Initial resolution: " + resolution); cameraEffect = new BasicEffect(graphics.GraphicsDevice); cameraEffect.TextureEnabled = true; cameraEffect.VertexColorEnabled = true; Camera = new Camera2D(resolution.Width, resolution.Height, cameraEffect); Debug.WriteLine("Initial setup complete."); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new ConsistentSpriteBatch(GraphicsDevice); screenManager = new ScreenManager(graphics); screenManager.NeedNextScreen += ShowFirstScreen; QueueContent(); screenManager.Screen = new LoadingScreen(this, Content.Load("RhythmBullet"), 0.7f); } /// /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// protected override void UnloadContent() { assets.UnloadAll(); screenManager.Dispose(); currentCursorTexture.Dispose(); } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { if (assets.Done) { if (resizing) { assets.Update(); } else if (!initialLoadComplete && CheckReadyForInitiate()) { PostLoad(); } } else { assets.Update(); } screenManager.UpdateCurrentScreen(gameTime, !CheckReadyForInitiate()); InputUtilities.Update(); base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { spriteBatch.effect = cameraEffect; screenManager.DrawScreen(spriteBatch); base.Draw(gameTime); } public void Resize(int width, int height) { pixels_per_WU = height / WORLD_HEIGHT; resolutionContentResolver.Width = width; resolutionContentResolver.Height = height; graphics.PreferredBackBufferWidth = width; graphics.PreferredBackBufferHeight = height; resizing = true; assets.UnloadAll(); QueueContent(); screenManager.Resize(new LoadingScreen(this, Content.Load("loading_ring"), 0.4f, true)); UpdateCursor(); } private void PostResize() { graphics.ApplyChanges(); Camera.Apply(); screenManager.PostResize(); } private bool CheckReadyForInitiate() { bool ready = true; if (!assets.Done || !musicController.musicList.Searched) { ready = false; } if (preferencesManager.GetPreferences().skinName != null && !skinManager.MergingSkins) { ready = false; } return ready; } private void ShowFirstScreen(Screen Screen) { Screen.NextScreen = mainScreen; } private void QueueContent() { assets.Queue("cursor", false); assets.Queue("title"); assets.Queue("default_cover", false); assets.Queue("backgrounds/mainBG"); assets.Queue("UI"); assets.Queue("gasalt_regular"); assets.Queue("darktech_ldr"); assets.Queue("iron_maiden"); } private void PostLoad() { Debug.WriteLine("Initial setup and loading complete."); SetUpDefaultSkin(); UpdateCursor(); mainScreen = new MainScreen(assets, Skin, Camera); initialLoadComplete = true; } private void UpdateCursor() { SpriteBatch spriteBatch = this.spriteBatch; Texture2D texture = Skin.CursorTexture; int cursorSize = (int)(0.07f * graphics.PreferredBackBufferHeight); Debug.WriteLine("Cursor size length: " + cursorSize); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, cursorSize, cursorSize); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); spriteBatch.Draw(texture, new Rectangle(0, 0, cursorSize, cursorSize), Color.White); spriteBatch.End(); GraphicsDevice.SetRenderTarget(null); currentCursorTexture?.Dispose(); currentCursorTexture = renderTarget; Mouse.SetCursor(MouseCursor.FromTexture2D(currentCursorTexture, currentCursorTexture.Width / 2, currentCursorTexture.Height / 2)); } private void SetUpDefaultSkin() { Skin skin = new Skin(assets.Get("UI"), assets.Get("cursor")); skin.AddColor("default", Color.White); TextButtonSkinDefinition textButtonSkinDefinition = new TextButtonSkinDefinition("rectangle-button-down", "rectangle-button"); textButtonSkinDefinition.selectedRegion = "rectangle-button-highlighted"; textButtonSkinDefinition.disabledRegion = "rectangle-button-disabled"; skin.AddDefinition(textButtonSkinDefinition); skin.Laminate(); skinManager.BaseSkin = skin; } } }