//---------------------------------------------------------------------------------------------------------------------------------------------------
//
// Copyright (C)2007 DarkWynter Studios. All rights reserved.
//
//---------------------------------------------------------------------------------------------------------------------------------------------------
// {License Information: Creative Commons}
//---------------------------------------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using DW.UserInterface_2D;
using DW.Stream;
using DWGame.Globals;
using DarkWynter.Engine.Controllers;
using DWControllerDemo;
using System.Diagnostics;
namespace DWGame
{
///
/// Main entry point for the scaffolding code
///
public class PhoenixGame :Microsoft.Xna.Framework.Game
{
public static Stopwatch gameTimer = new Stopwatch();
bool gameTimeStarted = false;
///
/// Main game constructor
///
public PhoenixGame()
{
Statics._self = this;
Renderer.graphics = new GraphicsDeviceManager(this);
Renderer.content = new ContentManager(Services);
Renderer.content.RootDirectory = "Content";
Renderer.graphics.IsFullScreen = false;
if (Renderer.Dimensions.RESIZABLE)
{
// Subscribe to the game window's ClientSizeChanged event.
Window.AllowUserResizing = true;
Window.ClientSizeChanged += new EventHandler(Window_ClientSizeChanged);
}
}
///
/// 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()
{
Renderer.Initialize();
// Set to Game_Mode to start the game, Menu_Mode to start with the menu system
Statics.engineState = Enums_Engine.EngineState.GAME_MODE;
Statics.playerState = Enums_Engine.PlayerState.ALIVE;
///
/// 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
///
Statics.viewMode = Enums_Engine.ViewMode.SINGLE_SCREEN;
// Create a List of Child Controllers
List controllerTypes = new List();
controllerTypes.Add(typeof(MenuController));
controllerTypes.Add(typeof(GameController));
// Pass in Width and Height used by mouse.
Statics.ControllerSettings.controllerManager = new ControllerManager(800,600, controllerTypes);
// Pass “this” as EventArgs to Conroller delegates functions
Statics.ControllerSettings.args.Add(this);
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
base.LoadContent();
Renderer.Load();
Renderer.window.addPane();
Renderer.window.addPane();
Renderer.window.addPane();
}
///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent()
{
base.UnloadContent();
Renderer.Unload();
}
///
/// 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 (Statics.engineState == Enums_Engine.EngineState.MENU_MODE)
{
// Update all MenuControllers
Statics.ControllerSettings.menuController = Statics.ControllerSettings.controllerManager.GetControllers(typeof(MenuController));
for (int i = 0; i < Statics.ControllerSettings.menuController.Count; i++)
{ Statics.ControllerSettings.menuController[i].Update(ref Statics.ControllerSettings.args); }
}
if (Statics.engineState == Enums_Engine.EngineState.GAME_MODE)
{
if (!gameTimeStarted)
{
gameTimer.Start();
gameTimeStarted = true;
}
Statics.ControllerSettings.gameController = Statics.ControllerSettings.controllerManager.GetControllers(typeof(GameController));
for (int i = 0; i < Statics.ControllerSettings.gameController.Count; i++)
{ Statics.ControllerSettings.gameController[i].Update(ref Statics.ControllerSettings.args); }
}
// Checks if any controllers Added or Removed
Statics.ControllerSettings.controllerManager.Update();
// Allow Renderer to update math (if any)
Renderer.Update(gameTimer, gameTime);
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
if (Statics.engineState == Enums_Engine.EngineState.MENU_MODE)
{
}
if (Statics.engineState == Enums_Engine.EngineState.GAME_MODE)
{
}
// Draw Everything
Renderer.Draw(gameTime);
// Clean up
base.Draw(gameTime);
}
// Top level window resizing trace
void Window_ClientSizeChanged(object sender, EventArgs e)
{
// Respond
Renderer.Resize(Window.ClientBounds);
}
}
}