Improved window and input handling.
Window now has some events. Keyboard and mouse implemented.
This commit is contained in:
parent
e6230c013b
commit
af7c1b37f9
7
src/SlatedGameToolkit.Framework/DataTypes/Colour.cs
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7
src/SlatedGameToolkit.Framework/DataTypes/Colour.cs
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@ -0,0 +1,7 @@
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namespace SlatedGameToolkit.Framework.DataTypes
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{
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public struct Colour {
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public volatile float r, g, b;
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}
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}
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@ -4,22 +4,25 @@ using SDL2;
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using Serilog;
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using Serilog.Core;
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using SlatedGameToolkit.Framework.Exceptions;
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using SlatedGameToolkit.Framework.Graphics;
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using SlatedGameToolkit.Framework.Graphics.Window;
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using SlatedGameToolkit.Framework.Input;
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using SlatedGameToolkit.Framework.Input.Devices;
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using SlatedGameToolkit.Framework.StateSystem;
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using SlatedGameToolkit.Framework.StateSystem.States;
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namespace SlatedGameToolkit.Framework {
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/// <summary>
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/// The main engine that will host the game loop.
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/// </summary>
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public static class GameEngine {
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public static readonly Logger logger = new LoggerConfiguration().
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WriteTo.File("SlatedGameToolKit.Framework.Log", rollingInterval: RollingInterval.Day, fileSizeLimitBytes: 1048576, rollOnFileSizeLimit: true).
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CreateLogger();
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public static Logger Logger { get; private set; }
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private static readonly object ignitionLock = new object();
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private static readonly object deltaUpdateLock = new object();
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private static Thread thread;
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private static volatile bool exit = false, stopped = true;
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private static volatile bool deltaChanged;
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private static TimeSpan updateDeltaTime = TimeSpan.FromSeconds(1d/200d), frameDeltaTime = TimeSpan.FromSeconds(1d/60d);
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private static TimeSpan updateDeltaTime = TimeSpan.FromSeconds(1d/40d), frameDeltaTime = TimeSpan.FromSeconds(1d/60d);
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/// <summary>
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/// The amount of updates per second.
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@ -66,16 +69,10 @@ namespace SlatedGameToolkit.Framework {
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}
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}
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public static bool Running {
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get {
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return !stopped;
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}
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}
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private static void Loop(Object o) {
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if (!(o is Manager)) throw new InternalFrameworkException(String.Format("Expected manager object for asynchronous loop. Got {0}", o));
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Manager manager = (Manager) o;
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manager.initialize();
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if (!(o is IState)) throw new InternalFrameworkException(String.Format("Expected initial state object for asynchronous loop. Got {0}", o));
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IState initialState = (IState) o;
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Manager manager = new Manager(initialState);
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DateTime currentTime = DateTime.Now;
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TimeSpan timePassedFromLastUpdate;
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TimeSpan timePassedFromLastRender;
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@ -83,13 +80,14 @@ namespace SlatedGameToolkit.Framework {
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TimeSpan frameDeltaTime;
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deltaChanged = true;
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stopped = false;
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logger.Information("Game engine initiated.");
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Logger.Information("Game engine initiated.");
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while (!exit) {
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//Pull latest deltas.
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if (deltaChanged) {
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lock (deltaUpdateLock) {
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updateDeltaTime = GameEngine.updateDeltaTime;
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frameDeltaTime = GameEngine.frameDeltaTime;
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logger.Information(String.Format("Deltas were set. Update Delta: {0}, Render Delta: {1}", updateDeltaTime.TotalSeconds, frameDeltaTime.TotalSeconds));
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Logger.Information(String.Format("Deltas were set. Update Delta: {0}, Render target Delta: {1}", updateDeltaTime.TotalSeconds, frameDeltaTime.TotalSeconds));
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}
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deltaChanged = false;
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}
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@ -100,20 +98,78 @@ namespace SlatedGameToolkit.Framework {
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timePassedFromLastUpdate += difference;
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while (timePassedFromLastUpdate > updateDeltaTime) {
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//Events
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SDL.SDL_Event SDL_Event;
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while (SDL.SDL_PollEvent(out SDL_Event) != 0) {
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switch (SDL_Event.type) {
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case SDL.SDL_EventType.SDL_MOUSEMOTION:
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Mouse.OnMouseMoved(SDL_Event.motion.x, SDL_Event.motion.y);
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break;
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case SDL.SDL_EventType.SDL_MOUSEWHEEL:
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Mouse.OnScroll(SDL_Event.wheel.x, SDL_Event.wheel.y);
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break;
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case SDL.SDL_EventType.SDL_MOUSEBUTTONDOWN:
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if (SDL.SDL_BUTTON_LEFT == SDL_Event.button.button) {
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Mouse.OnLeftChange(true);
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} else if (SDL.SDL_BUTTON_RIGHT == SDL_Event.button.button) {
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Mouse.OnRightChange(true);
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} else if (SDL.SDL_BUTTON_MIDDLE == SDL_Event.button.button) {
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Mouse.OnMiddleChange(true);
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}
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break;
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case SDL.SDL_EventType.SDL_MOUSEBUTTONUP:
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if (SDL.SDL_BUTTON_LEFT == SDL_Event.button.button) {
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Mouse.OnLeftChange(false);
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} else if (SDL.SDL_BUTTON_RIGHT == SDL_Event.button.button) {
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Mouse.OnRightChange(false);
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} else if (SDL.SDL_BUTTON_MIDDLE == SDL_Event.button.button) {
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Mouse.OnMiddleChange(false);
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}
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break;
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case SDL.SDL_EventType.SDL_KEYDOWN:
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Keyboard.OnKeyPressed((Key) SDL_Event.key.keysym.sym);
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break;
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case SDL.SDL_EventType.SDL_KEYUP:
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Keyboard.OnKeyReleased((Key) SDL_Event.key.keysym.sym);
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break;
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case SDL.SDL_EventType.SDL_WINDOWEVENT:
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WindowHandle handle = WindowManager.HandleFromID(SDL_Event.window.windowID);
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switch (SDL_Event.window.windowEvent)
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{
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case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
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handle.OnResize(SDL_Event.window.data1, SDL_Event.window.data2);
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break;
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case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST:
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handle.OnFocusLost();
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break;
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case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED:
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handle.OnFocusGained();
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break;
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}
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break;
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case SDL.SDL_EventType.SDL_QUIT:
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Stop();
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break;
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}
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}
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//Updates.
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manager.update(updateDeltaTime.TotalMilliseconds);
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timePassedFromLastUpdate -= updateDeltaTime;
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}
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timePassedFromLastRender += difference;
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if (timePassedFromLastRender > frameDeltaTime) {
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//Draw calls.
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manager.render(timePassedFromLastUpdate.TotalMilliseconds / updateDeltaTime.TotalMilliseconds);
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timePassedFromLastRender = TimeSpan.Zero;
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}
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}
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manager.removeAllStates();
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stopped = true;
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manager.Dispose();
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SDL.SDL_Quit();
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logger.Information("Game engine has stopped.");
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Logger.Information("Game engine has stopped.");
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Logger.Dispose();
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Logger = null;
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}
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/// <summary>
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@ -134,25 +190,28 @@ namespace SlatedGameToolkit.Framework {
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/// Requests to start the game engine.
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/// </summary>
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/// <returns>True iff the engine is not already running.</returns>
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public static bool Ignite(Manager manager) {
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if (manager == null) throw new ArgumentNullException("manager");
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SDL.SDL_version SDLVersion;
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SDL.SDL_version SDLBuiltVersion;
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SDL.SDL_GetVersion(out SDLVersion);
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SDL.SDL_VERSION(out SDLBuiltVersion);
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logger.Information(String.Format("Attempting to initiate game engine with SDL version: {0}.{1}.{2}", SDLVersion.major, SDLVersion.minor, SDLVersion.patch));
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if (!SDL.SDL_VERSION_ATLEAST(SDLBuiltVersion.major, SDLBuiltVersion.minor, SDLBuiltVersion.patch)) {
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logger.Warning(String.Format("Engine was designed with SDL version {0}.{1}.{2}, currently running on {3}.{4}.{5}", SDLBuiltVersion.major, SDLBuiltVersion.minor, SDLBuiltVersion.patch, SDLVersion.major, SDLVersion.minor, SDLVersion.patch));
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if (SDLVersion.major < 2) {
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logger.Error("This engine was designed to work with SDL2. The version you're currently running is severely outdated.");
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throw new FrameworkUsageException("Outdated SDL binaries.");
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}
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}
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public static bool Ignite(IState initialState) {
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lock (ignitionLock) {
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if (initialState == null) throw new ArgumentNullException("initialState");
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if (!stopped) {
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logger.Warning("Engine is already running.");
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Logger.Warning("Engine is already running.");
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return false;
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}
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GameEngine.Logger = new LoggerConfiguration().MinimumLevel.Debug().
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WriteTo.File("SlatedGameToolKit.log", fileSizeLimitBytes: 1048576, rollOnFileSizeLimit: true).
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CreateLogger();
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SDL.SDL_version SDLVersion;
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SDL.SDL_version SDLBuiltVersion;
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SDL.SDL_GetVersion(out SDLVersion);
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SDL.SDL_VERSION(out SDLBuiltVersion);
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Logger.Information(String.Format("Attempting to initiate game engine with SDL version: {0}.{1}.{2}", SDLVersion.major, SDLVersion.minor, SDLVersion.patch));
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if (!SDL.SDL_VERSION_ATLEAST(SDLBuiltVersion.major, SDLBuiltVersion.minor, SDLBuiltVersion.patch)) {
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Logger.Warning(String.Format("Engine was designed with SDL version {0}.{1}.{2}, currently running on {3}.{4}.{5}", SDLBuiltVersion.major, SDLBuiltVersion.minor, SDLBuiltVersion.patch, SDLVersion.major, SDLVersion.minor, SDLVersion.patch));
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if (SDLVersion.major < 2) {
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Logger.Error("This engine was designed to work with SDL2. The version you're currently running is severely outdated.");
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throw new FrameworkUsageException("Outdated SDL binaries.");
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}
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}
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exit = false;
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO) != 0) {
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throw new FrameworkSDLException();
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@ -166,9 +225,15 @@ namespace SlatedGameToolkit.Framework {
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_CORE) < 0) throw new FrameworkSDLException();
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thread = new Thread(Loop);
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thread.Start(manager);
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thread.Name = "SlatedGameToolkit Engine";
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thread.Priority = ThreadPriority.AboveNormal;
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thread.Start(initialState);
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return true;
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}
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}
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public static bool IsRunning() {
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return !stopped;
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}
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}
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}
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@ -0,0 +1,6 @@
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namespace SlatedGameToolkit.Framework.Graphics
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{
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public delegate void GLClearColour(float r, float g, float b);
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public delegate void GLClear(uint flags);
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public delegate void GLViewport(int x, int y, int width, int height);
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}
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@ -14,6 +14,8 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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/// <param name="hitPoint">The window coordinates that are being interacted with.</param>
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/// <returns>The region type.</returns>
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public delegate WindowRegion WindowRegionHit(FloatVector2 hitPoint);
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public delegate void WindowResize(int width, int height);
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public delegate void WindowOperation();
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/// <summary>
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/// A handle for a window.
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@ -24,18 +26,27 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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/// <summary>
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/// The pointer referencing the SDL window.
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/// </summary>
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public readonly IntPtr window;
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private readonly IntPtr window;
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/// <summary>
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/// The pointer referencing the OpenGL context.
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/// </summary>
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public readonly IntPtr glContext;
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private readonly IntPtr glContext;
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public event WindowOperation focusGainedEvent, focusLostEvent;
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/// <summary>
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/// Invoked when this window resizes.
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/// </summary>
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public event WindowResize resizeEvent;
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/// <summary>
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/// Event for when the window is being interacted with.
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/// </summary>
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public event WindowRegionHit windowRegionHitEvent;
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public readonly GLClearColour clearColour;
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public readonly GLClear clear;
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public readonly GLViewport viewport;
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/// <summary>
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/// Whether or not to show this window.
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/// </summary>
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@ -54,6 +65,36 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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public bool VSync {
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get {
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IntPtr currentContext = SDL.SDL_GL_GetCurrentContext();
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IntPtr currentWindow = SDL.SDL_GL_GetCurrentWindow();
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bool diff = false;
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if (currentContext != glContext || currentWindow != window) {
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DrawToWindow();
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diff = true;
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}
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bool vSync = SDL.SDL_GL_GetSwapInterval() != 0;
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if (diff) SDL.SDL_GL_MakeCurrent(currentWindow, currentContext);
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return vSync;
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}
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set {
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IntPtr currentContext = SDL.SDL_GL_GetCurrentContext();
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IntPtr currentWindow = SDL.SDL_GL_GetCurrentWindow();
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bool diff = false;
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if (currentContext != glContext || currentWindow != window) {
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DrawToWindow();
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diff = true;
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}
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if (SDL.SDL_GL_SetSwapInterval(value ? -1 : 0) < 0) {
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if (SDL.SDL_GL_SetSwapInterval(value ? 1 : 0) < 0) {
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throw new OptionalSDLException();
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}
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}
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if (diff) SDL.SDL_GL_MakeCurrent(currentWindow, currentContext);
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}
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}
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/// <summary>
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/// The title displayed on the window.
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/// </summary>
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@ -189,8 +230,12 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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}
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}
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public WindowHandle(string title, int x, int y, int width, int height, bool specialRegions, WindowOptions options) {
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window = SDL.SDL_CreateWindow(title, x, y, width, height, SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | options.ToSDLWindowFlag());
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/// <summary>
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/// Instantiates a window handle.
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/// </summary>
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public WindowHandle(string title, int x = -1, int y = -1, int width = 640, int height = 480, bool specialRegions = false, WindowOption options = default(WindowOption)) {
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GameEngine.Logger.Information(String.Format("Starting openGL window with title \"{0}\"", title));
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window = SDL.SDL_CreateWindow(title, x < 0 ? SDL.SDL_WINDOWPOS_CENTERED : x, y < 0 ? SDL.SDL_WINDOWPOS_CENTERED : y, width, height, SDL.SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_MOUSE_FOCUS | (SDL.SDL_WindowFlags) options);
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if (window == null) {
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throw new FrameworkSDLException();
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}
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@ -198,9 +243,19 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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if (glContext == null) {
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throw new FrameworkSDLException();
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}
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if (SDL.SDL_SetWindowHitTest(window, SpecialRegionHit, IntPtr.Zero) < 0) {
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throw new OptionalSDLException();
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clear = Marshal.GetDelegateForFunctionPointer<GLClear>(SDL.SDL_GL_GetProcAddress("glClear"));
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if (clear == null) throw new FrameworkSDLException();
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clearColour = Marshal.GetDelegateForFunctionPointer<GLClearColour>(SDL.SDL_GL_GetProcAddress("glClearColor"));
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if (clearColour == null) throw new FrameworkSDLException();
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viewport = Marshal.GetDelegateForFunctionPointer<GLViewport>(SDL.SDL_GL_GetProcAddress("glViewport"));
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if (viewport == null) throw new FrameworkSDLException();
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if (specialRegions) {
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if (SDL.SDL_SetWindowHitTest(window, SpecialRegionHit, IntPtr.Zero) < 0) {
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throw new OptionalSDLException();
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}
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}
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WindowManager.RegisterWindow(this);
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}
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/// <summary>
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@ -210,19 +265,30 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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///
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/// If the current context is already of this window, nothing happens.
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/// </summary>
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public void DrawToWindow() {
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internal void DrawToWindow() {
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if (SDL.SDL_GL_GetCurrentContext() != glContext) {
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SDL.SDL_GL_MakeCurrent(window, glContext);
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}
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}
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internal void SwapBuffer() {
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SDL.SDL_GL_SwapWindow(window);
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}
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/// <summary>
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/// Raises this window to be above other windows.
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/// Attempts to raise the window to the top.
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/// </summary>
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public void RaiseToTop() {
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SDL.SDL_RestoreWindow(window);
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SDL.SDL_RaiseWindow(window);
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}
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public uint GetWindowID() {
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uint id = SDL.SDL_GetWindowID(window);
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if (id == 0) throw new FrameworkSDLException();
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return id;
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}
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/// <summary>
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/// Gets the index of the display that this window resides within.
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/// </summary>
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@ -237,7 +303,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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SDL.SDL_Point SDLPoint = Marshal.PtrToStructure<SDL.SDL_Point>(hitPtr);
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FloatVector2 point = new FloatVector2(SDLPoint.x, SDLPoint.y);
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WindowRegion region = windowRegionHitEvent.Invoke(point);
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return region.ToSDLHitTestResult();
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return (SDL.SDL_HitTestResult) region;
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}
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/// <summary>
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@ -245,10 +311,23 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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/// </summary>
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public void Dispose()
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{
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WindowManager.DeregisterWindow(this);
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SDL.SDL_GL_DeleteContext(glContext);
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SDL.SDL_DestroyWindow(window);
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}
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internal void OnResize(int width, int height) {
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resizeEvent?.Invoke(width, height);
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}
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internal void OnFocusLost() {
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focusLostEvent?.Invoke();
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}
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internal void OnFocusGained() {
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focusGainedEvent?.Invoke();
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}
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~WindowHandle() {
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Dispose();
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}
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@ -0,0 +1,22 @@
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using System.Collections.Generic;
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namespace SlatedGameToolkit.Framework.Graphics.Window
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{
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internal static class WindowManager {
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private static Dictionary<uint, WindowHandle> existingWindows = new Dictionary<uint, WindowHandle>();
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internal static void RegisterWindow(WindowHandle windowHandle) {
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GameEngine.Logger.Debug("Registering window: " + windowHandle.GetWindowID());
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existingWindows.Add(windowHandle.GetWindowID(), windowHandle);
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}
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internal static void DeregisterWindow(WindowHandle windowHandle) {
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GameEngine.Logger.Debug("Deregistering window: " + windowHandle.GetWindowID());
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existingWindows.Remove(windowHandle.GetWindowID());
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}
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internal static WindowHandle HandleFromID(uint ID) {
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return existingWindows[ID];
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}
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}
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}
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@ -16,13 +16,4 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
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RIGHT = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_RIGHT,
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LEFT = SDL.SDL_HitTestResult.SDL_HITTEST_RESIZE_LEFT,
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}
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internal static class WindowRegionExtensions {
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public static SDL.SDL_HitTestResult ToSDLHitTestResult(this WindowRegion region) {
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SDL.SDL_HitTestResult result;
|
||||
if (!Enum.TryParse(((int) region).ToString(), out result)) throw new InternalFrameworkException("Unable to convert window regions.");
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,13 @@
|
||||
using System;
|
||||
using SDL2;
|
||||
using SlatedGameToolkit.Framework.Exceptions;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.Graphics.Window
|
||||
{
|
||||
public enum WindowOption : uint
|
||||
{
|
||||
SHOWN = SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN,
|
||||
HIGH_DPI = SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI,
|
||||
HIDDEN = SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN,
|
||||
}
|
||||
}
|
@ -1,19 +0,0 @@
|
||||
using System;
|
||||
using SDL2;
|
||||
using SlatedGameToolkit.Framework.Exceptions;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.Graphics.Window
|
||||
{
|
||||
public enum WindowOptions : uint
|
||||
{
|
||||
HIGH_DPI = SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI,
|
||||
HIDDEN = SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN,
|
||||
}
|
||||
internal static class WindowOptionsExtension {
|
||||
public static SDL.SDL_WindowFlags ToSDLWindowFlag(this WindowOptions options) {
|
||||
SDL.SDL_WindowFlags sdlFlag;
|
||||
if (!(Enum.TryParse(((uint) options).ToString(), out sdlFlag))) throw new InternalFrameworkException("Unable to convert window options.");
|
||||
return sdlFlag;
|
||||
}
|
||||
}
|
||||
}
|
27
src/SlatedGameToolkit.Framework/Input/Devices/Keyboard.cs
Normal file
27
src/SlatedGameToolkit.Framework/Input/Devices/Keyboard.cs
Normal file
@ -0,0 +1,27 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.Input.Devices
|
||||
{
|
||||
public delegate void keyboardUpdate(Key keys, bool pressed);
|
||||
public static class Keyboard {
|
||||
private static HashSet<Key> pressedKeys = new HashSet<Key>();
|
||||
|
||||
/// <summary>
|
||||
/// Whenever a keyboard update occurs.
|
||||
/// </summary>
|
||||
public static event keyboardUpdate keyboardUpdateEvent;
|
||||
public static bool IsKeyPressed(Key key) {
|
||||
return pressedKeys.Contains(key);
|
||||
}
|
||||
|
||||
internal static void OnKeyPressed(Key key) {
|
||||
pressedKeys.Add(key);
|
||||
keyboardUpdateEvent?.Invoke(key, true);
|
||||
}
|
||||
|
||||
internal static void OnKeyReleased(Key key) {
|
||||
pressedKeys.Remove(key);
|
||||
keyboardUpdateEvent?.Invoke(key, false);
|
||||
}
|
||||
}
|
||||
}
|
41
src/SlatedGameToolkit.Framework/Input/Devices/Mouse.cs
Normal file
41
src/SlatedGameToolkit.Framework/Input/Devices/Mouse.cs
Normal file
@ -0,0 +1,41 @@
|
||||
namespace SlatedGameToolkit.Framework.Input.Devices
|
||||
{
|
||||
public delegate void MouseUpdate(bool leftDown, bool rightDown, bool middle, int x, int y, int scrollX, int scrollY);
|
||||
public static class Mouse
|
||||
{
|
||||
public static event MouseUpdate mouseUpdateEvent;
|
||||
public static bool LeftButtonPressed { get; private set; }
|
||||
public static bool RightButtonPressed { get; private set; }
|
||||
public static bool MiddleButtonPressed { get; private set; }
|
||||
public static int ScrollChangeX { get; private set; }
|
||||
public static int ScrollChangeY { get; private set; }
|
||||
public static int X { get; private set; }
|
||||
public static int Y{ get; private set; }
|
||||
|
||||
internal static void OnMouseMoved(int x, int y) {
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
|
||||
internal static void OnLeftChange(bool down) {
|
||||
LeftButtonPressed = down;
|
||||
mouseUpdateEvent?.Invoke(down, RightButtonPressed, MiddleButtonPressed, X, Y, ScrollChangeX, ScrollChangeY);
|
||||
}
|
||||
|
||||
internal static void OnRightChange(bool down) {
|
||||
RightButtonPressed = down;
|
||||
mouseUpdateEvent?.Invoke(LeftButtonPressed, down, MiddleButtonPressed, X, Y, ScrollChangeX, ScrollChangeY);
|
||||
}
|
||||
|
||||
internal static void OnMiddleChange(bool down) {
|
||||
RightButtonPressed = down;
|
||||
mouseUpdateEvent?.Invoke(LeftButtonPressed, RightButtonPressed, down, X, Y, ScrollChangeX, ScrollChangeY);
|
||||
}
|
||||
|
||||
internal static void OnScroll(int scrollX, int scrollY) {
|
||||
ScrollChangeX = scrollX;
|
||||
ScrollChangeY = scrollY;
|
||||
mouseUpdateEvent?.Invoke(LeftButtonPressed, RightButtonPressed, MiddleButtonPressed, X, Y, scrollX, scrollY);
|
||||
}
|
||||
}
|
||||
}
|
262
src/SlatedGameToolkit.Framework/Input/Key.cs
Normal file
262
src/SlatedGameToolkit.Framework/Input/Key.cs
Normal file
@ -0,0 +1,262 @@
|
||||
using SDL2;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.Input
|
||||
{
|
||||
public enum Key
|
||||
{
|
||||
K_RETURN = SDL.SDL_Keycode.SDLK_RETURN,
|
||||
K_ESCAPE = SDL.SDL_Keycode.SDLK_ESCAPE, // '\033'
|
||||
K_BACKSPACE = SDL.SDL_Keycode.SDLK_BACKSPACE,
|
||||
K_TAB = SDL.SDL_Keycode.SDLK_TAB,
|
||||
K_SPACE = SDL.SDL_Keycode.SDLK_SPACE,
|
||||
K_EXCLAIM = SDL.SDL_Keycode.SDLK_EXCLAIM,
|
||||
K_QUOTEDBL = SDL.SDL_Keycode.SDLK_QUOTEDBL,
|
||||
K_HASH = SDL.SDL_Keycode.SDLK_HASH,
|
||||
K_PERCENT = SDL.SDL_Keycode.SDLK_PERCENT,
|
||||
K_DOLLAR = SDL.SDL_Keycode.SDLK_DOLLAR,
|
||||
K_AMPERSAND = SDL.SDL_Keycode.SDLK_AMPERSAND,
|
||||
K_QUOTE = SDL.SDL_Keycode.SDLK_QUOTE,
|
||||
K_LEFTPAREN = SDL.SDL_Keycode.SDLK_KP_LEFTPAREN,
|
||||
K_RIGHTPAREN = SDL.SDL_Keycode.SDLK_RIGHTPAREN,
|
||||
K_ASTERISK = SDL.SDL_Keycode.SDLK_ASTERISK,
|
||||
K_PLUS = SDL.SDL_Keycode.SDLK_PLUS,
|
||||
K_COMMA = SDL.SDL_Keycode.SDLK_COMMA,
|
||||
K_MINUS = SDL.SDL_Keycode.SDLK_MINUS,
|
||||
K_PERIOD = SDL.SDL_Keycode.SDLK_PERIOD,
|
||||
K_SLASH = SDL.SDL_Keycode.SDLK_SLASH,
|
||||
K_0 = SDL.SDL_Keycode.SDLK_0,
|
||||
K_1 = SDL.SDL_Keycode.SDLK_1,
|
||||
K_2 = SDL.SDL_Keycode.SDLK_2,
|
||||
K_3 = SDL.SDL_Keycode.SDLK_3,
|
||||
K_4 = SDL.SDL_Keycode.SDLK_4,
|
||||
K_5 = SDL.SDL_Keycode.SDLK_5,
|
||||
K_6 = SDL.SDL_Keycode.SDLK_6,
|
||||
K_7 = SDL.SDL_Keycode.SDLK_7,
|
||||
K_8 = SDL.SDL_Keycode.SDLK_8,
|
||||
K_9 = SDL.SDL_Keycode.SDLK_9,
|
||||
K_COLON = SDL.SDL_Keycode.SDLK_COLON,
|
||||
K_SEMICOLON = SDL.SDL_Keycode.SDLK_SEMICOLON,
|
||||
K_LESS = SDL.SDL_Keycode.SDLK_LESS,
|
||||
K_EQUALS = SDL.SDL_Keycode.SDLK_EQUALS,
|
||||
K_GREATER = SDL.SDL_Keycode.SDLK_GREATER,
|
||||
K_QUESTION = SDL.SDL_Keycode.SDLK_QUESTION,
|
||||
K_AT = SDL.SDL_Keycode.SDLK_AT,
|
||||
/*
|
||||
Skip uppercase letters
|
||||
*/
|
||||
K_LEFTBRACKET = SDL.SDL_Keycode.SDLK_LEFTBRACKET,
|
||||
K_BACKSLASH = SDL.SDL_Keycode.SDLK_BACKSLASH,
|
||||
K_RIGHTBRACKET = SDL.SDL_Keycode.SDLK_RIGHTBRACKET,
|
||||
K_CARET = SDL.SDL_Keycode.SDLK_CARET,
|
||||
K_UNDERSCORE = SDL.SDL_Keycode.SDLK_UNDERSCORE,
|
||||
K_BACKQUOTE = SDL.SDL_Keycode.SDLK_BACKQUOTE,
|
||||
K_a = SDL.SDL_Keycode.SDLK_a,
|
||||
K_b = SDL.SDL_Keycode.SDLK_b,
|
||||
K_c = SDL.SDL_Keycode.SDLK_c,
|
||||
K_d = SDL.SDL_Keycode.SDLK_d,
|
||||
K_e = SDL.SDL_Keycode.SDLK_e,
|
||||
K_f = SDL.SDL_Keycode.SDLK_f,
|
||||
K_g = SDL.SDL_Keycode.SDLK_g,
|
||||
K_h = SDL.SDL_Keycode.SDLK_h,
|
||||
K_i = SDL.SDL_Keycode.SDLK_i,
|
||||
K_j = SDL.SDL_Keycode.SDLK_j,
|
||||
K_k = SDL.SDL_Keycode.SDLK_k,
|
||||
K_l = SDL.SDL_Keycode.SDLK_l,
|
||||
K_m = SDL.SDL_Keycode.SDLK_m,
|
||||
K_n = SDL.SDL_Keycode.SDLK_n,
|
||||
K_o = SDL.SDL_Keycode.SDLK_o,
|
||||
K_p = SDL.SDL_Keycode.SDLK_p,
|
||||
K_q = SDL.SDL_Keycode.SDLK_q,
|
||||
K_r = SDL.SDL_Keycode.SDLK_r,
|
||||
K_s = SDL.SDL_Keycode.SDLK_s,
|
||||
K_t = SDL.SDL_Keycode.SDLK_t,
|
||||
K_u = SDL.SDL_Keycode.SDLK_u,
|
||||
K_v = SDL.SDL_Keycode.SDLK_v,
|
||||
K_w = SDL.SDL_Keycode.SDLK_w,
|
||||
K_x = SDL.SDL_Keycode.SDLK_x,
|
||||
K_y = SDL.SDL_Keycode.SDLK_y,
|
||||
K_z = SDL.SDL_Keycode.SDLK_z,
|
||||
|
||||
K_CAPSLOCK = SDL.SDL_Keycode.SDLK_CAPSLOCK,
|
||||
|
||||
K_F1 = SDL.SDL_Keycode.SDLK_F1,
|
||||
K_F2 = SDL.SDL_Keycode.SDLK_F2,
|
||||
K_F3 = SDL.SDL_Keycode.SDLK_F3,
|
||||
K_F4 = SDL.SDL_Keycode.SDLK_F4,
|
||||
K_F5 = SDL.SDL_Keycode.SDLK_F5,
|
||||
K_F6 = SDL.SDL_Keycode.SDLK_F6,
|
||||
K_F7 = SDL.SDL_Keycode.SDLK_F7,
|
||||
K_F8 = SDL.SDL_Keycode.SDLK_F8,
|
||||
K_F9 = SDL.SDL_Keycode.SDLK_F9,
|
||||
K_F10 = SDL.SDL_Keycode.SDLK_F10,
|
||||
K_F11 = SDL.SDL_Keycode.SDLK_F11,
|
||||
K_F12 = SDL.SDL_Keycode.SDLK_F12,
|
||||
|
||||
K_PRINTSCREEN = SDL.SDL_Keycode.SDLK_PRINTSCREEN,
|
||||
K_SCROLLLOCK = SDL.SDL_Keycode.SDLK_SCROLLLOCK,
|
||||
K_PAUSE = SDL.SDL_Keycode.SDLK_PAUSE,
|
||||
K_INSERT = SDL.SDL_Keycode.SDLK_INSERT,
|
||||
K_HOME = SDL.SDL_Keycode.SDLK_HOME,
|
||||
K_PAGEUP = SDL.SDL_Keycode.SDLK_PAGEUP,
|
||||
K_DELETE = SDL.SDL_Keycode.SDLK_DELETE,
|
||||
K_END = SDL.SDL_Keycode.SDLK_END,
|
||||
K_PAGEDOWN = SDL.SDL_Keycode.SDLK_PAGEDOWN,
|
||||
K_RIGHT = SDL.SDL_Keycode.SDLK_RIGHT,
|
||||
K_LEFT = SDL.SDL_Keycode.SDLK_LEFT,
|
||||
K_DOWN = SDL.SDL_Keycode.SDLK_DOWN,
|
||||
K_UP = SDL.SDL_Keycode.SDLK_UP,
|
||||
|
||||
K_NUMLOCKCLEAR = SDL.SDL_Keycode.SDLK_NUMLOCKCLEAR,
|
||||
K_KP_DIVIDE = SDL.SDL_Keycode.SDLK_KP_DIVIDE,
|
||||
K_KP_MULTIPLY = SDL.SDL_Keycode.SDLK_KP_MULTIPLY,
|
||||
K_KP_MINUS = SDL.SDL_Keycode.SDLK_MINUS,
|
||||
K_KP_PLUS = SDL.SDL_Keycode.SDLK_KP_PLUS,
|
||||
K_KP_ENTER = SDL.SDL_Keycode.SDLK_KP_ENTER,
|
||||
K_KP_1 = SDL.SDL_Keycode.SDLK_KP_1,
|
||||
K_KP_2 = SDL.SDL_Keycode.SDLK_KP_2,
|
||||
K_KP_3 = SDL.SDL_Keycode.SDLK_KP_3,
|
||||
K_KP_4 = SDL.SDL_Keycode.SDLK_KP_4,
|
||||
K_KP_5 = SDL.SDL_Keycode.SDLK_KP_5,
|
||||
K_KP_6 = SDL.SDL_Keycode.SDLK_KP_6,
|
||||
K_KP_7 = SDL.SDL_Keycode.SDLK_KP_7,
|
||||
K_KP_8 = SDL.SDL_Keycode.SDLK_KP_8,
|
||||
K_KP_9 = SDL.SDL_Keycode.SDLK_KP_9,
|
||||
K_KP_0 = SDL.SDL_Keycode.SDLK_KP_0,
|
||||
K_KP_PERIOD = SDL.SDL_Keycode.SDLK_KP_0,
|
||||
|
||||
K_APPLICATION = SDL.SDL_Keycode.SDLK_APPLICATION,
|
||||
K_POWER = SDL.SDL_Keycode.SDLK_POWER,
|
||||
K_KP_EQUALS = SDL.SDL_Keycode.SDLK_EQUALS,
|
||||
K_F13 = SDL.SDL_Keycode.SDLK_F13,
|
||||
K_F14 = SDL.SDL_Keycode.SDLK_F14,
|
||||
K_F15 = SDL.SDL_Keycode.SDLK_F15,
|
||||
K_F16 = SDL.SDL_Keycode.SDLK_F16,
|
||||
K_F17 = SDL.SDL_Keycode.SDLK_F17,
|
||||
K_F18 = SDL.SDL_Keycode.SDLK_F18,
|
||||
K_F19 = SDL.SDL_Keycode.SDLK_F19,
|
||||
K_F20 = SDL.SDL_Keycode.SDLK_F20,
|
||||
K_F21 = SDL.SDL_Keycode.SDLK_F21,
|
||||
K_F22 = SDL.SDL_Keycode.SDLK_F22,
|
||||
K_F23 = SDL.SDL_Keycode.SDLK_F23,
|
||||
K_F24 = SDL.SDL_Keycode.SDLK_F24,
|
||||
K_EXECUTE = SDL.SDL_Keycode.SDLK_EXECUTE,
|
||||
K_HELP = SDL.SDL_Keycode.SDLK_HELP,
|
||||
K_MENU = SDL.SDL_Keycode.SDLK_MENU,
|
||||
K_SELECT = SDL.SDL_Keycode.SDLK_SELECT,
|
||||
K_STOP = SDL.SDL_Keycode.SDLK_STOP,
|
||||
K_AGAIN = SDL.SDL_Keycode.SDLK_AGAIN,
|
||||
K_UNDO = SDL.SDL_Keycode.SDLK_UNDO,
|
||||
K_CUT = SDL.SDL_Keycode.SDLK_CUT,
|
||||
K_COPY = SDL.SDL_Keycode.SDLK_COPY,
|
||||
K_PASTE = SDL.SDL_Keycode.SDLK_PASTE,
|
||||
K_FIND = SDL.SDL_Keycode.SDLK_FIND,
|
||||
K_MUTE = SDL.SDL_Keycode.SDLK_MUTE,
|
||||
K_VOLUMEUP = SDL.SDL_Keycode.SDLK_VOLUMEUP,
|
||||
K_VOLUMEDOWN = SDL.SDL_Keycode.SDLK_VOLUMEDOWN,
|
||||
K_KP_COMMA = SDL.SDL_Keycode.SDLK_COMMA,
|
||||
K_KP_EQUALSAS400 = SDL.SDL_Keycode.SDLK_KP_EQUALSAS400,
|
||||
|
||||
K_ALTERASE = SDL.SDL_Keycode.SDLK_ALTERASE,
|
||||
K_SYSREQ = SDL.SDL_Keycode.SDLK_SYSREQ,
|
||||
K_CANCEL = SDL.SDL_Keycode.SDLK_CANCEL,
|
||||
K_CLEAR = SDL.SDL_Keycode.SDLK_CLEAR,
|
||||
K_PRIOR = SDL.SDL_Keycode.SDLK_PRIOR,
|
||||
K_RETURN2 = SDL.SDL_Keycode.SDLK_RETURN2,
|
||||
K_SEPARATOR = SDL.SDL_Keycode.SDLK_SEPARATOR,
|
||||
K_OUT = SDL.SDL_Keycode.SDLK_OUT,
|
||||
K_OPER = SDL.SDL_Keycode.SDLK_OPER,
|
||||
K_CLEARAGAIN = SDL.SDL_Keycode.SDLK_CLEARAGAIN,
|
||||
K_CRSEL = SDL.SDL_Keycode.SDLK_CRSEL,
|
||||
K_EXSEL = SDL.SDL_Keycode.SDLK_EXSEL,
|
||||
|
||||
K_KP_00 = SDL.SDL_Keycode.SDLK_KP_00,
|
||||
K_KP_000 = SDL.SDL_Keycode.SDLK_KP_000,
|
||||
K_THOUSANDSSEPARATOR = SDL.SDL_Keycode.SDLK_THOUSANDSSEPARATOR,
|
||||
K_DECIMALSEPARATOR = SDL.SDL_Keycode.SDLK_DECIMALSEPARATOR,
|
||||
K_CURRENCYUNIT = SDL.SDL_Keycode.SDLK_CURRENCYUNIT,
|
||||
K_CURRENCYSUBUNIT = SDL.SDL_Keycode.SDLK_CURRENCYSUBUNIT,
|
||||
K_KP_LEFTPAREN = SDL.SDL_Keycode.SDLK_LEFTPAREN,
|
||||
K_KP_RIGHTPAREN = SDL.SDL_Keycode.SDLK_KP_RIGHTPAREN,
|
||||
K_KP_LEFTBRACE = SDL.SDL_Keycode.SDLK_KP_LEFTBRACE,
|
||||
K_KP_RIGHTBRACE = SDL.SDL_Keycode.SDLK_KP_RIGHTBRACE,
|
||||
K_KP_TAB = SDL.SDL_Keycode.SDLK_KP_TAB,
|
||||
K_KP_BACKSPACE = SDL.SDL_Keycode.SDLK_BACKSPACE,
|
||||
K_KP_A = SDL.SDL_Keycode.SDLK_KP_A,
|
||||
K_KP_B = SDL.SDL_Keycode.SDLK_KP_B,
|
||||
K_KP_C = SDL.SDL_Keycode.SDLK_KP_C,
|
||||
K_KP_D = SDL.SDL_Keycode.SDLK_KP_D,
|
||||
K_KP_E = SDL.SDL_Keycode.SDLK_KP_E,
|
||||
K_KP_F = SDL.SDL_Keycode.SDLK_KP_F,
|
||||
K_KP_XOR = SDL.SDL_Keycode.SDLK_KP_XOR,
|
||||
K_KP_POWER = SDL.SDL_Keycode.SDLK_KP_POWER,
|
||||
K_KP_PERCENT = SDL.SDL_Keycode.SDLK_KP_PERCENT,
|
||||
K_KP_LESS = SDL.SDL_Keycode.SDLK_KP_LESS,
|
||||
K_KP_GREATER = SDL.SDL_Keycode.SDLK_KP_GREATER,
|
||||
K_KP_AMPERSAND = SDL.SDL_Keycode.SDLK_KP_AMPERSAND,
|
||||
K_KP_DBLAMPERSAND = SDL.SDL_Keycode.SDLK_KP_DBLAMPERSAND,
|
||||
K_KP_VERTICALBAR = SDL.SDL_Keycode.SDLK_KP_VERTICALBAR,
|
||||
K_KP_DBLVERTICALBAR = SDL.SDL_Keycode.SDLK_KP_DBLVERTICALBAR,
|
||||
K_KP_COLON = SDL.SDL_Keycode.SDLK_KP_COLON,
|
||||
K_KP_HASH = SDL.SDL_Keycode.SDLK_KP_HASH,
|
||||
K_KP_SPACE = SDL.SDL_Keycode.SDLK_KP_SPACE,
|
||||
K_KP_AT = SDL.SDL_Keycode.SDLK_KP_AT,
|
||||
K_KP_EXCLAM = SDL.SDL_Keycode.SDLK_KP_EXCLAM,
|
||||
K_KP_MEMSTORE = SDL.SDL_Keycode.SDLK_KP_MEMSTORE,
|
||||
K_KP_MEMRECALL = SDL.SDL_Keycode.SDLK_KP_MEMRECALL,
|
||||
K_KP_MEMCLEAR = SDL.SDL_Keycode.SDLK_KP_MEMCLEAR,
|
||||
K_KP_MEMADD = SDL.SDL_Keycode.SDLK_KP_MEMADD,
|
||||
K_KP_MEMSUBTRACT = SDL.SDL_Keycode.SDLK_KP_MEMSUBTRACT,
|
||||
K_KP_MEMMULTIPLY = SDL.SDL_Keycode.SDLK_KP_MEMMULTIPLY,
|
||||
K_KP_MEMDIVIDE = SDL.SDL_Keycode.SDLK_KP_MEMDIVIDE,
|
||||
K_KP_PLUSMINUS = SDL.SDL_Keycode.SDLK_KP_PLUSMINUS,
|
||||
K_KP_CLEAR = SDL.SDL_Keycode.SDLK_KP_CLEAR,
|
||||
K_KP_CLEARENTRY = SDL.SDL_Keycode.SDLK_KP_CLEARENTRY,
|
||||
K_KP_BINARY = SDL.SDL_Keycode.SDLK_KP_BINARY,
|
||||
K_KP_OCTAL = SDL.SDL_Keycode.SDLK_KP_OCTAL,
|
||||
K_KP_DECIMAL = SDL.SDL_Keycode.SDLK_KP_DECIMAL,
|
||||
K_KP_HEXADECIMAL = SDL.SDL_Keycode.SDLK_KP_HEXADECIMAL,
|
||||
|
||||
K_LCTRL = SDL.SDL_Keycode.SDLK_LCTRL,
|
||||
K_LSHIFT = SDL.SDL_Keycode.SDLK_LSHIFT,
|
||||
K_LALT = SDL.SDL_Keycode.SDLK_LALT,
|
||||
K_LGUI = SDL.SDL_Keycode.SDLK_LGUI,
|
||||
K_RCTRL = SDL.SDL_Keycode.SDLK_RCTRL,
|
||||
K_RSHIFT = SDL.SDL_Keycode.SDLK_RSHIFT,
|
||||
K_RALT = SDL.SDL_Keycode.SDLK_RALT,
|
||||
K_RGUI = SDL.SDL_Keycode.SDLK_RGUI,
|
||||
|
||||
K_MODE = SDL.SDL_Keycode.SDLK_MODE,
|
||||
|
||||
K_AUDIONEXT = SDL.SDL_Keycode.SDLK_AUDIONEXT,
|
||||
K_AUDIOPREV = SDL.SDL_Keycode.SDLK_AUDIOPREV,
|
||||
K_AUDIOSTOP = SDL.SDL_Keycode.SDLK_AUDIOSTOP,
|
||||
K_AUDIOPLAY = SDL.SDL_Keycode.SDLK_AUDIOPLAY,
|
||||
K_AUDIOMUTE = SDL.SDL_Keycode.SDLK_AUDIOMUTE,
|
||||
K_MEDIASELECT = SDL.SDL_Keycode.SDLK_MEDIASELECT,
|
||||
K_WWW = SDL.SDL_Keycode.SDLK_WWW,
|
||||
K_MAIL = SDL.SDL_Keycode.SDLK_MAIL,
|
||||
K_CALCULATOR = SDL.SDL_Keycode.SDLK_CALCULATOR,
|
||||
K_COMPUTER = SDL.SDL_Keycode.SDLK_COMPUTER,
|
||||
K_AC_SEARCH = SDL.SDL_Keycode.SDLK_AC_SEARCH,
|
||||
K_AC_HOME = SDL.SDL_Keycode.SDLK_AC_HOME,
|
||||
K_AC_BACK = SDL.SDL_Keycode.SDLK_AC_BACK,
|
||||
K_AC_FORWARD = SDL.SDL_Keycode.SDLK_AC_FORWARD,
|
||||
K_AC_STOP = SDL.SDL_Keycode.SDLK_AC_STOP,
|
||||
K_AC_REFRESH = SDL.SDL_Keycode.SDLK_AC_REFRESH,
|
||||
K_AC_BOOKMARKS = SDL.SDL_Keycode.SDLK_AC_BOOKMARKS,
|
||||
|
||||
K_BRIGHTNESSDOWN = SDL.SDL_Keycode.SDLK_BRIGHTNESSDOWN,
|
||||
K_BRIGHTNESSUP = SDL.SDL_Keycode.SDLK_BRIGHTNESSUP,
|
||||
K_DISPLAYSWITCH = SDL.SDL_Keycode.SDLK_DISPLAYSWITCH,
|
||||
K_KBDILLUMTOGGLE = SDL.SDL_Keycode.SDLK_KBDILLUMTOGGLE,
|
||||
K_KBDILLUMDOWN = SDL.SDL_Keycode.SDLK_KBDILLUMDOWN,
|
||||
K_KBDILLUMUP = SDL.SDL_Keycode.SDLK_KBDILLUMUP,
|
||||
K_EJECT = SDL.SDL_Keycode.SDLK_EJECT,
|
||||
K_SLEEP = SDL.SDL_Keycode.SDLK_SLEEP,
|
||||
K_APP1 = SDL.SDL_Keycode.SDLK_APP1,
|
||||
K_APP2 = SDL.SDL_Keycode.SDLK_APP2,
|
||||
|
||||
K_AUDIOREWIND = SDL.SDL_Keycode.SDLK_AUDIOREWIND,
|
||||
K_AUDIOFASTFORWARD = SDL.SDL_Keycode.SDLK_AUDIOFASTFORWARD
|
||||
}
|
||||
}
|
@ -1,12 +1,18 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using SDL2;
|
||||
using SlatedGameToolkit.Framework.DataTypes;
|
||||
using SlatedGameToolkit.Framework.Graphics;
|
||||
using SlatedGameToolkit.Framework.Graphics.Window;
|
||||
using SlatedGameToolkit.Framework.StateSystem.States;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.StateSystem
|
||||
{
|
||||
public sealed class Manager {
|
||||
public sealed class Manager : IDisposable {
|
||||
public WindowHandle CurrentWindow { get; private set; }
|
||||
public Thread thread;
|
||||
public Colour backgroundColour;
|
||||
private IState currentState;
|
||||
private IState nextState;
|
||||
private Dictionary<string, IState> states;
|
||||
@ -18,16 +24,12 @@ namespace SlatedGameToolkit.Framework.StateSystem
|
||||
/// </summary>
|
||||
/// <param name="initialState">The name of the initial state.</param>
|
||||
/// <param name="states">The initial set of game states to be added.</param>
|
||||
public Manager(string initialState, params IState[] states) {
|
||||
internal Manager(IState initialState) {
|
||||
if (initialState == null) throw new ArgumentNullException("initialState");
|
||||
thread = Thread.CurrentThread;
|
||||
this.states = new Dictionary<string, IState>();
|
||||
thread = Thread.CurrentThread;
|
||||
addStates(states);
|
||||
if (!this.states.TryGetValue(initialState, out currentState)) throw new ArgumentException("The requested initial state name does not exist in the provided list of states.");
|
||||
}
|
||||
|
||||
internal void initialize() {
|
||||
thread = Thread.CurrentThread;
|
||||
addState(initialState);
|
||||
currentState = initialState;
|
||||
}
|
||||
|
||||
internal void update(double delta) {
|
||||
@ -41,7 +43,14 @@ namespace SlatedGameToolkit.Framework.StateSystem
|
||||
}
|
||||
|
||||
internal void render(double delta) {
|
||||
if (CurrentWindow != currentState.CurrentWindow) {
|
||||
CurrentWindow = currentState.CurrentWindow;
|
||||
CurrentWindow.DrawToWindow();
|
||||
}
|
||||
CurrentWindow.clearColour(backgroundColour.r, backgroundColour.g, backgroundColour.b);
|
||||
CurrentWindow.clear(0x4000);
|
||||
currentState.Render(delta);
|
||||
CurrentWindow.SwapBuffer();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -66,7 +75,7 @@ namespace SlatedGameToolkit.Framework.StateSystem
|
||||
bool unique = true;
|
||||
foreach (IState state in states)
|
||||
{
|
||||
unique = unique && addState(state) ? true : false;
|
||||
unique = unique && addState(state);
|
||||
}
|
||||
return unique;
|
||||
}
|
||||
@ -81,6 +90,7 @@ namespace SlatedGameToolkit.Framework.StateSystem
|
||||
public bool addState(IState state) {
|
||||
if (thread != Thread.CurrentThread) throw new ThreadStateException("Cannot add a state from a different thread.");
|
||||
try {
|
||||
GameEngine.Logger.Debug("Adding state: " + state.getName());
|
||||
this.states.Add(state.getName(), state);
|
||||
} catch (ArgumentException) {
|
||||
return false;
|
||||
@ -100,6 +110,7 @@ namespace SlatedGameToolkit.Framework.StateSystem
|
||||
if (thread != Thread.CurrentThread) throw new ThreadStateException("Cannot remove a state from a different thread.");
|
||||
if (states[name] == currentState) return false;
|
||||
IState state = states[name];
|
||||
GameEngine.Logger.Debug("Removing state: " + name);
|
||||
state.Dispose();
|
||||
return states.Remove(name);
|
||||
}
|
||||
@ -109,10 +120,18 @@ namespace SlatedGameToolkit.Framework.StateSystem
|
||||
/// Disposes of the removed states.
|
||||
/// </summary>
|
||||
public void removeAllStates() {
|
||||
GameEngine.Logger.Debug("Beginning to remove all states...");
|
||||
foreach (String state in this.states.Keys)
|
||||
{
|
||||
removeState(state);
|
||||
}
|
||||
GameEngine.Logger.Debug("Completed removing all states...");
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
currentState = null;
|
||||
removeAllStates();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,9 +1,12 @@
|
||||
using System;
|
||||
using SlatedGameToolkit.Framework.Graphics.Window;
|
||||
|
||||
namespace SlatedGameToolkit.Framework.StateSystem.States
|
||||
{
|
||||
public interface IState : IDisposable
|
||||
{
|
||||
WindowHandle CurrentWindow { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state should be deactivated.
|
||||
/// Deactivate may be called multiple times:
|
||||
|
@ -15,22 +15,21 @@ namespace SlatedGameToolkit.Tools.Commands
|
||||
if (args.Length != 1) return false;
|
||||
args[0] = args[0].ToLower();
|
||||
if (args[0].Equals("start")) {
|
||||
if (GameEngine.Running) {
|
||||
if (GameEngine.IsRunning()) {
|
||||
interactable.Tell("Engine is already running!");
|
||||
return true;
|
||||
}
|
||||
Manager manager = new Manager("main state", new MainState());
|
||||
GameEngine.Ignite(manager);
|
||||
GameEngine.Ignite(new MainState());
|
||||
return true;
|
||||
} else if (args[0].Equals("stop")) {
|
||||
if (!GameEngine.Running) {
|
||||
if (!GameEngine.IsRunning()) {
|
||||
interactable.Tell("Engine was never running!");
|
||||
return true;
|
||||
}
|
||||
GameEngine.Stop();
|
||||
return true;
|
||||
} else if (args[0].Equals("status")) {
|
||||
interactable.Tell("Running: " + GameEngine.Running);
|
||||
interactable.Tell("Running: " + GameEngine.IsRunning());
|
||||
interactable.Tell("Target FPS: " + GameEngine.targetFPS);
|
||||
interactable.Tell("Target Update Rate: " + GameEngine.UpdatesPerSecond);
|
||||
return true;
|
||||
|
@ -1,3 +1,6 @@
|
||||
using System;
|
||||
using SlatedGameToolkit.Framework;
|
||||
using SlatedGameToolkit.Framework.Graphics.Window;
|
||||
using SlatedGameToolkit.Framework.StateSystem;
|
||||
using SlatedGameToolkit.Framework.StateSystem.States;
|
||||
|
||||
@ -5,6 +8,10 @@ namespace SlatedGameToolkit.Tools.Utilities.GraphicalPlayground
|
||||
{
|
||||
public class MainState : IState
|
||||
{
|
||||
private WindowHandle window;
|
||||
|
||||
public WindowHandle CurrentWindow { get { return window;}}
|
||||
|
||||
public bool Activate()
|
||||
{
|
||||
return true;
|
||||
@ -17,6 +24,7 @@ namespace SlatedGameToolkit.Tools.Utilities.GraphicalPlayground
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
window.Dispose();
|
||||
}
|
||||
|
||||
public string getName()
|
||||
@ -26,7 +34,8 @@ namespace SlatedGameToolkit.Tools.Utilities.GraphicalPlayground
|
||||
|
||||
public void Initialize(Manager manager)
|
||||
{
|
||||
|
||||
window = new WindowHandle("SlatedGameToolkit Playground");
|
||||
window.RaiseToTop();
|
||||
}
|
||||
|
||||
public void Render(double delta)
|
||||
|
Loading…
Reference in New Issue
Block a user