//--------------------------------------------------------------------------------------------------------------------------------------------------- // // Copyright (C)2007 DarkWynter Studios. All rights reserved. // //--------------------------------------------------------------------------------------------------------------------------------------------------- // {License Information: Creative Commons} //--------------------------------------------------------------------------------------------------------------------------------------------------- using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; using DarkWynter.Engine.Controllers; namespace DWGame.Globals { /// /// Class containing all global information the game uses, instead of object passing /// public static class Statics { /// /// Global handle on the main game file, used for Controllers but can also be used /// to trace into the code if handles are not immediatly available /// public static PhoenixGame _self; /// /// Used to set the type of game you are making, choices are single screen and split screen /// If splitscreen, can have up to 4 splits - huds are also split /// public static Enums_Engine.ViewMode viewMode; /// /// Global handles for the controllers /// public struct ControllerSettings { public static ControllerManager controllerManager; public static List args = new List(); public static List menuController; public static List gameController; } /// /// Current Menu Execution Mode /// public static Enums_Engine.MenuState menuState = Enums_Engine.MenuState.CREDIT_SCREEN; /// /// Current state the game is in - either menuState or gameState /// public static Enums_Engine.EngineState engineState; public static Enums_Engine.PlayerState playerState; /// /// Number of players currently in game /// Either Menu System or the Controller System should set this /// public static int PLAYERCOUNT = 0; /// /// Max number of players = max number of controllers /// public static int PLAYERCOUNTMAX = 1; } }