using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.Audio;
using RecrownedAthenaeum.ContentResolvers;
using RecrownedAthenaeum.Preferences;
using RecrownedAthenaeum.Screens.MainMenu;
using RecrownedAthenaeum.Camera;
using RecrownedAthenaeum.ContentSystem;
using RecrownedAthenaeum.DataTypes;
using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Persistence;
using RecrownedAthenaeum.ScreenSystem;
using System;
using System.Diagnostics;
namespace RecrownedAthenaeum
{
///
/// 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;
SpriteBatch spriteBatch;
public readonly ContentManagerController assets;
readonly ResolutionContentResolver resolutionContentResolver;
public PreferencesManager preferencesManager;
private ScreenManager screenManager;
public Camera2D Camera { get; private set; }
private bool resizing;
private bool initialLoadComplete;
private MainScreen mainScreen;
private Texture2D currentCursorTexture;
internal readonly MusicController musicController;
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()
{
Resolution resolution = preferencesManager.GetPreferences().Resolution;
resolutionContentResolver.Width = resolution.Width;
resolutionContentResolver.Height = resolution.Height;
musicController.musicList.path = preferencesManager.GetPreferences().MusicDirectory;
musicController.musicList.StartSearch();
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 SpriteBatch(GraphicsDevice);
Camera = new Camera2D(graphics.GraphicsDevice);
screenManager = new ScreenManager(graphics, Camera);
screenManager.RequireNextScreenEvent += RequireNextScreen;
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)
{
assets.Update();
}
else if (resizing)
{
resizing = false;
PostResize();
}
else if (!initialLoadComplete)
{
Debug.WriteLine("Initial load complete.");
initialLoadComplete = true;
SetUpCursor();
mainScreen = new MainScreen(assets);
}
screenManager.UpdateCurrentScreen(gameTime, assets.Done && musicController.musicList.Searched);
InputUtilities.Update();
Camera.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)
{
screenManager.DrawCurrentScreen(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));
SetUpCursor();
}
private void PostResize()
{
graphics.ApplyChanges();
screenManager.PostResize();
}
private void QueueContent()
{
assets.Queue("cursor", false);
assets.Queue("title");
assets.Queue("default_cover", false);
assets.Queue("backgrounds/mainBG");
}
private void SetUpCursor()
{
Texture2D texture = assets.Get("cursor");
int cursorSize = (int)(0.08f * 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 RequireNextScreen(Screen Screen)
{
Screen.NextScreen = mainScreen;
}
}
}