rhythmbullet/RhythmBullet/RhythmBulletGame.cs

261 lines
10 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Assets;
using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Persistence;
using RecrownedAthenaeum.UI.ScreenSystem;
using RecrownedAthenaeum.Types;
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
{
/// <summary>
/// This is the main type for your game.
/// </summary>
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 AssetManager assets;
public PreferencesManager preferencesManager;
private ScreenManager screenManager;
public Camera2D Camera { get; private set; }
public BasicEffect cameraEffect;
private MainScreen mainScreen;
private Texture2D currentCursorTexture;
internal readonly MusicController musicController;
private SkinManager skinManager = new SkinManager();
private ISkin Skin { get { return skinManager.Skin; } }
private ResolutionContentResolver resolutionContentResolver = new ResolutionContentResolver();
private FontContentResolver fontContentResolver;
public RhythmBulletGame()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
assets = new AssetManager();
//Add the content resolvers.
assets.AddContentPathResolver(typeof(Texture2D), resolutionContentResolver);
fontContentResolver = new FontContentResolver(resolutionContentResolver);
assets.AddContentPathResolver(typeof(SpriteFont), fontContentResolver);
musicController = new MusicController();
preferencesManager = new PreferencesManager(
Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/RhythmBullet",
new General(),
new Controls());
preferencesManager.Load();
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
graphics.PreferredBackBufferWidth = resolution.Width;
graphics.PreferredBackBufferHeight = resolution.Height;
}
/// <summary>
/// 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.
/// </summary>
protected override void Initialize()
{
General general = preferencesManager.GetPreferences<General>();
Resolution resolution = general.Resolution;
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();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
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;
General general = preferencesManager.GetPreferences<General>();
Resolution resolution = general.Resolution;
QueueContent();
resolutionContentResolver.Height = resolution.Height;
resolutionContentResolver.Width = resolution.Width;
screenManager.Screen = new LoadingScreen(this, Content.Load<Texture2D>("RhythmBullet"), 0.7f);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
assets.UnloadAll();
screenManager.Dispose();
currentCursorTexture.Dispose();
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (!assets.Done)
{
assets.Update();
}
else if (CheckReadyForInitiate())
{
PostLoad();
}
else
{
assets.Update();
}
screenManager.UpdateCurrentScreen(gameTime, !CheckReadyForInitiate());
InputUtilities.Update();
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
spriteBatch.effect = cameraEffect;
screenManager.DrawScreen(spriteBatch);
base.Draw(gameTime);
}
/// <summary>
/// Updates the world constants, unloads all assets, queues the new batch, and resizes the virtual screens.
/// Finishes by updating the cursor size.
/// </summary>
/// <param name="width">New window width.</param>
/// <param name="height">New window height.</param>
public void Resize(int width, int height)
{
pixels_per_WU = height / WORLD_HEIGHT;
graphics.PreferredBackBufferWidth = width;
graphics.PreferredBackBufferHeight = height;
assets.UnloadAll();
resolutionContentResolver.Height = height;
resolutionContentResolver.Width = width;
QueueContent();
screenManager.Resize(new LoadingScreen(this, Content.Load<Texture2D>("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<General>().skinName != null && !skinManager.MergingSkins)
{
ready = false;
}
return ready;
}
private void ShowFirstScreen(Screen Screen)
{
Screen.NextScreen = mainScreen;
}
private void QueueContent()
{
assets.Queue<Texture2D>("cursor", false);
assets.Queue<Texture2D>("title", false);
assets.Queue<Texture2D>("default_cover", false);
assets.Queue<TextureAtlas>("UI");
assets.Queue<SpriteFont>("gasalt_regular");
assets.Queue<SpriteFont>("darktech_ldr");
assets.Queue<SpriteFont>("iron_maiden");
}
private void PostLoad()
{
Debug.WriteLine("Initial setup and loading complete.");
SetUpDefaultSkin();
UpdateCursor();
mainScreen = new MainScreen(assets, Skin, Camera);
}
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<TextureAtlas>("UI"), assets.Get<Texture2D>("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;
}
}
}