mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
966 lines
36 KiB
C#
966 lines
36 KiB
C#
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using System;
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using System.Threading;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using ProjectZ.Base;
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using ProjectZ.Base.UI;
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using ProjectZ.Editor;
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using ProjectZ.InGame.Controls;
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using ProjectZ.InGame.GameObjects;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.Pages;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Screens;
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using ProjectZ.InGame.Things;
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#if WINDOWS
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using Forms = System.Windows.Forms;
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#endif
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#if DEBUG
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using ProjectZ.InGame.Tests;
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#endif
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namespace ProjectZ
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{
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public class Game1 : Game
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{
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public static GraphicsDeviceManager Graphics;
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public static SpriteBatch SpriteBatch;
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public static UiManager EditorUi = new UiManager();
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public static ScreenManager ScreenManager = new ScreenManager();
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public static PageManager UiPageManager = new PageManager();
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public static GameManager GameManager = new GameManager();
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public static Language LanguageManager = new Language();
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public static GbsPlayer.GbsPlayer GbsPlayer = new GbsPlayer.GbsPlayer();
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public static StopWatchTracker StopWatchTracker = new StopWatchTracker(120);
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public static Random RandomNumber = new Random();
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public static RenderTarget2D MainRenderTarget;
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public static Matrix GetMatrix => Matrix.CreateScale(new Vector3(
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(float)Graphics.PreferredBackBufferWidth / WindowWidth,
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(float)Graphics.PreferredBackBufferHeight / WindowHeight, 0));
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private static float gameScale;
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private static float gameScaleStart;
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public static float GameScaleChange => gameScale / gameScaleStart;
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public static string DebugText;
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public static float TimeMultiplier;
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public static float DeltaTime;
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public static double TotalTime;
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public static double TotalGameTime;
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public static double TotalGameTimeLast;
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public static float DebugTimeScale = 1.0f;
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public static int WindowWidth;
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public static int WindowHeight;
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public static int WindowWidthEnd;
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public static int WindowHeightEnd;
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public static int ScreenScale;
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public static int UiScale;
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public static int UiRtScale;
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public static int RenderWidth;
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public static int RenderHeight;
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public static bool ScaleSettingChanged;
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private bool _wasMinimized;
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private static DoubleAverage _avgTotalMs = new DoubleAverage(30);
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private static DoubleAverage _avgTimeMult = new DoubleAverage(30);
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public static int DebugLightMode;
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public static int DebugBoxMode;
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public static bool DebugMode;
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public static bool ShowDebugText;
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public static double FreezeTime;
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public static bool WasActive;
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public static bool UpdateGame;
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public static bool ForceDialogUpdate;
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public static bool FpsSettingChanged;
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public static bool DebugStepper;
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public static bool EditorMode;
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#if WINDOWS
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private static Forms.Form _windowForm;
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private static Forms.FormWindowState _lastWindowState;
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#endif
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private static System.Drawing.Rectangle _lastWindowBounds;
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private static System.Drawing.Rectangle _lastWindowRestoreBounds;
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private static int _lastWindowWidth;
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private static int _lastWindowHeight;
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private static bool _isFullscreen;
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private bool _isResizing;
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private static RenderTarget2D _renderTarget1;
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private static RenderTarget2D _renderTarget2;
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private float _blurValue = 0.2f;
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private readonly SimpleFps _fpsCounter = new SimpleFps();
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private Vector2 _debugTextSize;
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private string _lastGameScreen = Values.ScreenNameGame;
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private string _lastEditorScreen = Values.ScreenNameEditor;
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private string _debugLog;
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private int _currentFrameTimeIndex;
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private double[] _debugFrameTimes =
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{
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1000 / 30.0,
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1000 / 60.0,
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1000 / 90.0,
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1000 / 120.0,
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1000 / 144.0,
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1000 / 288.0,
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1
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};
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private string _consoleLine;
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private bool _stopConsoleThread;
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private static bool _finishedLoading;
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private static bool _initRenderTargets;
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public static bool FinishedLoading => _finishedLoading;
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public static bool LoadFirstSave;
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#if DEBUG
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private MapTest _mapTest;
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private SequenceTester _sequenceTester;
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private DialogTester _dialogTester;
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#endif
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public Game1(bool editorMode, bool loadFirstSave)
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{
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#if WINDOWS
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_windowForm = (Forms.Form)Forms.Control.FromHandle(Window.Handle);
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_windowForm.Icon = Properties.Resources.Icon;
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// set the min size of the game
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// not sure why you can not simply set the min size of the client size directly...
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var deltaWidth = _windowForm.Width - _windowForm.ClientSize.Width;
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var deltaHeight = _windowForm.Height - _windowForm.ClientSize.Height;
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_windowForm.MinimumSize = new System.Drawing.Size(Values.MinWidth + deltaWidth, Values.MinHeight + deltaHeight);
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#endif
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Graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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Graphics.GraphicsProfile = GraphicsProfile.HiDef;
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Graphics.PreferredBackBufferWidth = 1500;
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Graphics.PreferredBackBufferHeight = 1000;
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#if MACOSX
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Window.ClientSizeChanged += ClientSizeChanged;
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#endif
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Window.AllowUserResizing = true;
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IsMouseVisible = editorMode;
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EditorMode = editorMode;
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LoadFirstSave = loadFirstSave;
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var thread = new Thread(ConsoleReaderThread);
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thread.Start();
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}
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private void ClientSizeChanged(object sender, EventArgs e)
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{
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OnResize();
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Graphics.PreferredBackBufferWidth = Window.ClientBounds.Width;
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Graphics.PreferredBackBufferHeight = Window.ClientBounds.Height;
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}
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private void ConsoleReaderThread()
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{
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while (true)
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{
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if (_stopConsoleThread)
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return;
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if (Console.In.Peek() != -1)
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_consoleLine = Console.ReadLine();
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Thread.Sleep(20);
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}
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}
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protected override void OnExiting(object sender, EventArgs args)
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{
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_stopConsoleThread = true;
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GbsPlayer.OnExit();
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base.OnExiting(sender, args);
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}
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protected override void LoadContent()
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{
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#if MACOSX
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// not sure how to copy the files in the correct directory...
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Content.RootDirectory += "/bin/MacOSX";
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#endif
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// load game settings
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SettingsSaveLoad.LoadSettings();
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// init gbs player; load gbs file
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GbsPlayer.LoadFile(Values.PathContentFolder + "Music/awakening.gbs");
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GbsPlayer.StartThread();
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// start loading the resources that are needed after the intro
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ThreadPool.QueueUserWorkItem(LoadContentThreaded);
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// Create a new SpriteBatch, which can be used to draw textures.
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SpriteBatch = new SpriteBatch(GraphicsDevice);
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// Input Handler
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Components.Add(new InputHandler(this));
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// game control stuff
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ControlHandler.Initialize();
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// load the intro screen + the resources needed for it
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Resources.LoadIntro(Graphics.GraphicsDevice, Content);
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ScreenManager.LoadIntro(Content);
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// toggle fullscreen
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if (GameSettings.IsFullscreen)
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{
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GameSettings.IsFullscreen = false;
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ToggleFullscreen();
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}
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// set the fps settings of the game
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UpdateFpsSettings();
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#if WINDOWS
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_windowForm.ResizeBegin += OnResizeBegin;
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_windowForm.Resize += OnResize;
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_windowForm.ResizeEnd += OnResizeEnd;
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#endif
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#if DEBUG
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SaveCondition.TestCondition();
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_mapTest = new MapTest();
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_sequenceTester = new SequenceTester();
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#endif
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}
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private void LoadContentThreaded(Object obj)
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{
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// load resources
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Resources.LoadTextures(Graphics.GraphicsDevice, Content);
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Resources.LoadSounds(Content);
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GameManager.Load(Content);
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GameObjectTemplates.SetUpGameObjects();
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ScreenManager.Load(Content);
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// load the language files
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LanguageManager.Load();
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UiPageManager.Load();
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if (EditorMode)
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SetUpEditorUi();
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#if DEBUG
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_dialogTester = new DialogTester();
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#endif
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_finishedLoading = true;
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}
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private void UpdateConsoleInput()
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{
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if (_consoleLine == null)
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return;
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// open file in map editor
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if (_consoleLine.Contains(".map"))
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{
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SaveLoadMap.EditorLoadMap(_consoleLine, Game1.GameManager.MapManager.CurrentMap);
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}
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// open file in animation editor
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else if (_consoleLine.Contains(".ani"))
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{
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var animationScreen = (AnimationScreen)ScreenManager.GetScreen(Values.ScreenNameEditorAnimation);
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animationScreen.EditorLoadAnimation(_consoleLine);
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}
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// open file in sprite atlas editor
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else if (_consoleLine.Contains(".png"))
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{
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var spriteAtlasScreen = (SpriteAtlasScreen)ScreenManager.GetScreen(Values.ScreenNameSpriteAtlasEditor);
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spriteAtlasScreen.LoadSpriteEditor(_consoleLine);
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}
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_consoleLine = null;
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}
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protected override void Update(GameTime gameTime)
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{
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WasActive = IsActive;
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// mute the music if the window is not focused
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//if (!IsActive)
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// GbsPlayer.SetVolumeMultiplier(0);
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//else
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// GbsPlayer.SetVolumeMultiplier(1);
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UpdateConsoleInput();
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// SetTransparency _fpsCounter counter
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_fpsCounter.Update(gameTime);
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// toggle fullscreen
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if (InputHandler.KeyDown(Keys.LeftAlt) && InputHandler.KeyPressed(Keys.Enter))
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{
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ToggleFullscreen();
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InputHandler.ResetInputState();
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SettingsSaveLoad.SaveSettings();
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}
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if(_finishedLoading && !_initRenderTargets)
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{
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_initRenderTargets = true;
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// @HACK to update the rendertargets
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WindowWidth = 0;
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WindowHeightEnd = 0;
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}
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// check if the window is resized
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if (WindowWidth != Window.ClientBounds.Width ||
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WindowHeight != Window.ClientBounds.Height)
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OnResize();
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UpdateRenderTargets();
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if (FpsSettingChanged)
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{
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UpdateFpsSettings();
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FpsSettingChanged = false;
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}
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if (ScaleSettingChanged)
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{
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ScaleSettingChanged = false;
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OnUpdateScale();
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}
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ControlHandler.Update();
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if (EditorMode && InputHandler.KeyPressed(Values.DebugToggleDebugText))
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ShowDebugText = !ShowDebugText;
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if (!DebugStepper)
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{
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TimeMultiplier = gameTime.ElapsedGameTime.Ticks / 166667f * DebugTimeScale;
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TotalGameTimeLast = TotalGameTime;
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// limit the game time so that it slows down if the steps are bigger than they would be for 30fps
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// if the timesteps get too big it would be hard (wast of time) to make the logic still function 100% correctly
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if (TimeMultiplier > 2.0f)
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{
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TimeMultiplier = 2.0f;
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DeltaTime = (TimeMultiplier * 1000.0f) / 60.0f;
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TotalTime += (TimeMultiplier * 1000.0) / 60.0;
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DebugText += "\nLow Framerate";
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if (UpdateGame)
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TotalGameTime += (TimeMultiplier * 1000.0) / 60.0;
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}
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else
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{
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DeltaTime = (float)gameTime.ElapsedGameTime.TotalMilliseconds * DebugTimeScale;
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TotalTime += gameTime.ElapsedGameTime.TotalMilliseconds * DebugTimeScale;
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if (UpdateGame)
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TotalGameTime += gameTime.ElapsedGameTime.TotalMilliseconds * DebugTimeScale;
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}
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}
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|||
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|||
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if (_finishedLoading)
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|||
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{
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|||
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|||
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if (EditorMode)
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{
|
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// update the ui
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// need to be at the first place to be able to block input from the screen
|
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EditorUi.Update();
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|||
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EditorUpdate(gameTime);
|
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}
|
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|
|||
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EditorUi.CurrentScreen = "";
|
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|
|||
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// update the game ui
|
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UiPageManager.Update(gameTime);
|
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}
|
|||
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|
|||
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#if DEBUG
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_mapTest.Update();
|
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_sequenceTester.Update();
|
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if (_finishedLoading)
|
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_dialogTester.Update();
|
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#endif
|
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|
|
|||
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// update the screen manager
|
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UpdateGame = true;
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if (!DebugStepper || InputHandler.KeyPressed(Keys.M))
|
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ScreenManager.Update(gameTime);
|
|||
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|
|||
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if (_finishedLoading)
|
|||
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{
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DebugText += _fpsCounter.Msg;
|
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_avgTotalMs.AddValue(gameTime.ElapsedGameTime.TotalMilliseconds);
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_avgTimeMult.AddValue(TimeMultiplier);
|
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DebugText += $"\ntotal ms: {_avgTotalMs.Average,6:N3}" +
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$"\ntime mult: {_avgTimeMult.Average,6:N3}" +
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$"\ntime scale: {DebugTimeScale}" +
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$"\ntime: {TotalGameTime}";
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|||
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DebugText += "\nHistory Enabled: " + GameManager.SaveManager.HistoryEnabled + "\n";
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}
|
|||
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base.Update(gameTime);
|
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}
|
|||
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|
|||
|
protected override void Draw(GameTime gameTime)
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|||
|
{
|
|||
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if (!_finishedLoading)
|
|||
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{
|
|||
|
ScreenManager.Draw(SpriteBatch);
|
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|
return;
|
|||
|
}
|
|||
|
|
|||
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_fpsCounter.CountDraw();
|
|||
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|
|||
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ScreenManager.DrawRT(SpriteBatch);
|
|||
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|
|||
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Graphics.GraphicsDevice.SetRenderTarget(MainRenderTarget);
|
|||
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GraphicsDevice.Clear(Color.CadetBlue);
|
|||
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|
|||
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// draw the current screen
|
|||
|
ScreenManager.Draw(SpriteBatch);
|
|||
|
|
|||
|
BlurImage();
|
|||
|
|
|||
|
{
|
|||
|
Graphics.GraphicsDevice.SetRenderTarget(null);
|
|||
|
|
|||
|
SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap);
|
|||
|
|
|||
|
//draw the original image
|
|||
|
SpriteBatch.Draw(MainRenderTarget, new Rectangle(0, 0, MainRenderTarget.Width, MainRenderTarget.Height), Color.White);
|
|||
|
|
|||
|
SpriteBatch.End();
|
|||
|
}
|
|||
|
|
|||
|
{
|
|||
|
Resources.BlurEffect.Parameters["sprBlur"].SetValue(_renderTarget2);
|
|||
|
Resources.RoundedCornerBlurEffect.Parameters["sprBlur"].SetValue(_renderTarget2);
|
|||
|
|
|||
|
SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.RoundedCornerBlurEffect, GetMatrix);
|
|||
|
|
|||
|
// blurred ui parts
|
|||
|
EditorUi.DrawBlur(SpriteBatch);
|
|||
|
|
|||
|
// blured stuff
|
|||
|
GameManager.InGameOverlay.InGameHud.DrawBlur(SpriteBatch);
|
|||
|
|
|||
|
// background for the debug text
|
|||
|
DebugTextBackground();
|
|||
|
|
|||
|
SpriteBatch.End();
|
|||
|
}
|
|||
|
|
|||
|
{
|
|||
|
// draw the top part
|
|||
|
SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, GetMatrix);
|
|||
|
|
|||
|
// draw the ui part
|
|||
|
EditorUi.Draw(SpriteBatch);
|
|||
|
|
|||
|
// draw the game ui
|
|||
|
UiPageManager.Draw(SpriteBatch);
|
|||
|
|
|||
|
// draw the screen tops
|
|||
|
ScreenManager.DrawTop(SpriteBatch);
|
|||
|
|
|||
|
// draw the debug text
|
|||
|
DrawDebugText();
|
|||
|
DebugText = "";
|
|||
|
|
|||
|
#if DEBUG
|
|||
|
if (GameManager.SaveManager.HistoryEnabled)
|
|||
|
SpriteBatch.Draw(Resources.SprWhite, new Rectangle(0, WindowHeight - 6, WindowWidth, 6), Color.Red);
|
|||
|
#endif
|
|||
|
|
|||
|
SpriteBatch.End();
|
|||
|
}
|
|||
|
|
|||
|
base.Draw(gameTime);
|
|||
|
}
|
|||
|
|
|||
|
private void BlurImage()
|
|||
|
{
|
|||
|
Resources.BlurEffectH.Parameters["pixelX"].SetValue(1.0f / _renderTarget1.Width);
|
|||
|
Resources.BlurEffectV.Parameters["pixelY"].SetValue(1.0f / _renderTarget1.Height);
|
|||
|
|
|||
|
var mult0 = _blurValue;
|
|||
|
var mult1 = (1 - _blurValue * 2) / 2;
|
|||
|
Resources.BlurEffectH.Parameters["mult0"].SetValue(mult0);
|
|||
|
Resources.BlurEffectH.Parameters["mult1"].SetValue(mult1);
|
|||
|
Resources.BlurEffectV.Parameters["mult0"].SetValue(mult0);
|
|||
|
Resources.BlurEffectV.Parameters["mult1"].SetValue(mult1);
|
|||
|
|
|||
|
// resize
|
|||
|
Graphics.GraphicsDevice.SetRenderTarget(_renderTarget2);
|
|||
|
SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, null, null);
|
|||
|
SpriteBatch.Draw(MainRenderTarget, new Rectangle(0, 0, _renderTarget2.Width, _renderTarget2.Height), Color.White);
|
|||
|
SpriteBatch.End();
|
|||
|
|
|||
|
for (var i = 0; i < 2; i++)
|
|||
|
{
|
|||
|
// v blur
|
|||
|
Graphics.GraphicsDevice.SetRenderTarget(_renderTarget1);
|
|||
|
SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BlurEffectV, null);
|
|||
|
SpriteBatch.Draw(_renderTarget2, Vector2.Zero, Color.White);
|
|||
|
SpriteBatch.End();
|
|||
|
|
|||
|
// h blur
|
|||
|
Graphics.GraphicsDevice.SetRenderTarget(_renderTarget2);
|
|||
|
SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BlurEffectH, null);
|
|||
|
SpriteBatch.Draw(_renderTarget1, Vector2.Zero, Color.White);
|
|||
|
SpriteBatch.End();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void SetUpEditorUi()
|
|||
|
{
|
|||
|
var strScreen = $"{Values.EditorUiObjectEditor}:" +
|
|||
|
$"{Values.EditorUiObjectSelection}:" +
|
|||
|
$"{Values.EditorUiTileEditor}:" +
|
|||
|
$"{Values.EditorUiTileSelection}:" +
|
|||
|
$"{Values.EditorUiDigTileEditor}:" +
|
|||
|
$"{Values.EditorUiMusicTileEditor}:" +
|
|||
|
$"{Values.EditorUiTileExtractor}:" +
|
|||
|
$"{Values.EditorUiTilesetEditor}:" +
|
|||
|
$"{Values.EditorUiAnimation}:" +
|
|||
|
$"{Values.EditorUiSpriteAtlas}";
|
|||
|
|
|||
|
EditorUi.AddElement(new UiRectangle(new Rectangle(0, 0, WindowWidth, Values.ToolBarHeight),
|
|||
|
"top", strScreen, Values.ColorBackgroundDark, Color.White,
|
|||
|
ui => { ui.Rectangle = new Rectangle(0, 0, WindowWidth, Values.ToolBarHeight); }));
|
|||
|
|
|||
|
var pos = 0;
|
|||
|
EditorUi.AddElement(new UiButton(new Rectangle(0, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
|
|||
|
"Editor", "bt1", strScreen,
|
|||
|
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameEditor; },
|
|||
|
element => { ScreenManager.ChangeScreen(Values.ScreenNameEditor); }));
|
|||
|
|
|||
|
EditorUi.AddElement(new UiButton(new Rectangle(pos += 205, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
|
|||
|
"Tileset Editor", "bt1", strScreen,
|
|||
|
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameEditorTileset; },
|
|||
|
element => { ScreenManager.ChangeScreen(Values.ScreenNameEditorTileset); }));
|
|||
|
|
|||
|
EditorUi.AddElement(new UiButton(new Rectangle(pos += 205, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
|
|||
|
"Tileset Extractor", "bt1", strScreen,
|
|||
|
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameEditorTilesetExtractor; },
|
|||
|
element => { ScreenManager.ChangeScreen(Values.ScreenNameEditorTilesetExtractor); }));
|
|||
|
|
|||
|
EditorUi.AddElement(new UiButton(new Rectangle(pos += 205, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
|
|||
|
"Animation Editor", "bt1", strScreen,
|
|||
|
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameEditorAnimation; },
|
|||
|
element => { ScreenManager.ChangeScreen(Values.ScreenNameEditorAnimation); }));
|
|||
|
|
|||
|
EditorUi.AddElement(new UiButton(new Rectangle(pos += 205, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
|
|||
|
"Sprite Atlas Editor", "bt1", strScreen,
|
|||
|
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameSpriteAtlasEditor; },
|
|||
|
element => { ScreenManager.ChangeScreen(Values.ScreenNameSpriteAtlasEditor); }));
|
|||
|
}
|
|||
|
|
|||
|
private void EditorUpdate(GameTime gameTime)
|
|||
|
{
|
|||
|
if (InputHandler.KeyPressed(Keys.N))
|
|||
|
DebugStepper = !DebugStepper;
|
|||
|
if (ScreenManager.CurrentScreenId != Values.ScreenNameGame)
|
|||
|
DebugStepper = false;
|
|||
|
|
|||
|
// debug step
|
|||
|
if (DebugStepper && InputHandler.KeyPressed(Keys.M))
|
|||
|
{
|
|||
|
TimeMultiplier = TargetElapsedTime.Ticks / 166667f;
|
|||
|
DeltaTime = (float)TargetElapsedTime.TotalMilliseconds;
|
|||
|
|
|||
|
TotalGameTimeLast = TotalTime;
|
|||
|
TotalTime += TargetElapsedTime.Milliseconds;
|
|||
|
TotalGameTime += TargetElapsedTime.Milliseconds;
|
|||
|
}
|
|||
|
|
|||
|
// reload all objects
|
|||
|
if (InputHandler.KeyPressed(Keys.Q))
|
|||
|
GameManager.MapManager.ReloadMap();
|
|||
|
|
|||
|
// slow down or speed up the game
|
|||
|
if (InputHandler.KeyPressed(Keys.Add))
|
|||
|
DebugTimeScale += 0.125f;
|
|||
|
if (InputHandler.KeyPressed(Keys.Subtract) && DebugTimeScale > 0)
|
|||
|
DebugTimeScale -= 0.125f;
|
|||
|
|
|||
|
if (InputHandler.KeyPressed(Values.DebugShadowKey))
|
|||
|
GameSettings.EnableShadows = !GameSettings.EnableShadows;
|
|||
|
|
|||
|
if (ScreenManager.CurrentScreenId != Values.ScreenNameEditor &&
|
|||
|
ScreenManager.CurrentScreenId != Values.ScreenNameEditorTileset &&
|
|||
|
ScreenManager.CurrentScreenId != Values.ScreenNameEditorTilesetExtractor &&
|
|||
|
ScreenManager.CurrentScreenId != Values.ScreenNameEditorAnimation &&
|
|||
|
ScreenManager.CurrentScreenId != Values.ScreenNameSpriteAtlasEditor)
|
|||
|
{
|
|||
|
if (InputHandler.KeyPressed(Keys.D0))
|
|||
|
TriggerFpsSettings();
|
|||
|
|
|||
|
if (InputHandler.KeyPressed(Keys.D1))
|
|||
|
{
|
|||
|
_currentFrameTimeIndex--;
|
|||
|
if (_currentFrameTimeIndex < 0)
|
|||
|
_currentFrameTimeIndex = _debugFrameTimes.Length - 1;
|
|||
|
TargetElapsedTime = new TimeSpan((long)Math.Ceiling(_debugFrameTimes[_currentFrameTimeIndex] * 10000));
|
|||
|
}
|
|||
|
|
|||
|
if (InputHandler.KeyPressed(Keys.D2))
|
|||
|
{
|
|||
|
_currentFrameTimeIndex = (_currentFrameTimeIndex + 1) % _debugFrameTimes.Length;
|
|||
|
TargetElapsedTime = new TimeSpan((long)Math.Ceiling(_debugFrameTimes[_currentFrameTimeIndex] * 10000));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (InputHandler.KeyPressed(Keys.Escape) || InputHandler.KeyPressed(Keys.OemPeriod))
|
|||
|
{
|
|||
|
// open the editor
|
|||
|
if (ScreenManager.CurrentScreenId != Values.ScreenNameEditor &&
|
|||
|
ScreenManager.CurrentScreenId != Values.ScreenNameEditorTileset &&
|
|||
|
ScreenManager.CurrentScreenId != Values.ScreenNameEditorTilesetExtractor &&
|
|||
|
ScreenManager.CurrentScreenId != Values.ScreenNameEditorAnimation &&
|
|||
|
ScreenManager.CurrentScreenId != Values.ScreenNameSpriteAtlasEditor)
|
|||
|
{
|
|||
|
UiPageManager.PopAllPages(PageManager.TransitionAnimation.TopToBottom, PageManager.TransitionAnimation.TopToBottom);
|
|||
|
|
|||
|
_lastGameScreen = ScreenManager.CurrentScreenId;
|
|||
|
ScreenManager.ChangeScreen(_lastEditorScreen);
|
|||
|
}
|
|||
|
// go back to the game
|
|||
|
else
|
|||
|
{
|
|||
|
_lastEditorScreen = ScreenManager.CurrentScreenId;
|
|||
|
ScreenManager.ChangeScreen(_lastGameScreen);
|
|||
|
|
|||
|
// set the player position
|
|||
|
var editorScreen = (MapEditorScreen)ScreenManager.GetScreen(Values.ScreenNameEditor);
|
|||
|
|
|||
|
if (_lastEditorScreen == Values.ScreenNameEditor)
|
|||
|
MapManager.ObjLink.SetPosition(new Vector2(
|
|||
|
editorScreen.MousePixelPosition.X,
|
|||
|
editorScreen.MousePixelPosition.Y));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (InputHandler.KeyPressed(Values.DebugToggleDebugModeKey))
|
|||
|
DebugMode = !DebugMode;
|
|||
|
|
|||
|
if (InputHandler.KeyPressed(Values.DebugBox))
|
|||
|
DebugBoxMode = (DebugBoxMode + 1) % 6;
|
|||
|
|
|||
|
// save/load
|
|||
|
if (InputHandler.KeyPressed(Values.DebugSaveKey))
|
|||
|
{
|
|||
|
MapManager.ObjLink.SaveMap = GameManager.MapManager.CurrentMap.MapName;
|
|||
|
MapManager.ObjLink.SavePosition = MapManager.ObjLink.EntityPosition.Position;
|
|||
|
MapManager.ObjLink.SaveDirection = MapManager.ObjLink.Direction;
|
|||
|
|
|||
|
SaveGameSaveLoad.SaveGame(GameManager);
|
|||
|
GameManager.InGameOverlay.InGameHud.ShowSaveIcon();
|
|||
|
}
|
|||
|
if (InputHandler.KeyPressed(Values.DebugLoadKey))
|
|||
|
GameManager.LoadSaveFile(GameManager.SaveSlot);
|
|||
|
|
|||
|
// save the debug log to the clipboard
|
|||
|
if (InputHandler.KeyDown(Keys.H))
|
|||
|
_debugLog += "\n" + DebugText;
|
|||
|
#if WINDOWS
|
|||
|
else if (InputHandler.KeyReleased(Keys.H))
|
|||
|
Forms.Clipboard.SetText(_debugLog);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
private void TriggerFpsSettings()
|
|||
|
{
|
|||
|
if (!IsFixedTimeStep)
|
|||
|
{
|
|||
|
IsFixedTimeStep = true;
|
|||
|
Graphics.SynchronizeWithVerticalRetrace = false;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
IsFixedTimeStep = false;
|
|||
|
Graphics.SynchronizeWithVerticalRetrace = true;
|
|||
|
}
|
|||
|
|
|||
|
Graphics.ApplyChanges();
|
|||
|
}
|
|||
|
|
|||
|
public static void SwitchFullscreenWindowedSetting()
|
|||
|
{
|
|||
|
// switch from hardware fullscreen to borderless windows
|
|||
|
if (!GameSettings.BorderlessWindowed && Graphics.IsFullScreen ||
|
|||
|
GameSettings.BorderlessWindowed && _isFullscreen)
|
|||
|
{
|
|||
|
ToggleFullscreen();
|
|||
|
GameSettings.BorderlessWindowed = !GameSettings.BorderlessWindowed;
|
|||
|
ToggleFullscreen();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
GameSettings.BorderlessWindowed = !GameSettings.BorderlessWindowed;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public static void ToggleFullscreen()
|
|||
|
{
|
|||
|
#if WINDOWS
|
|||
|
GameSettings.IsFullscreen = !GameSettings.IsFullscreen;
|
|||
|
|
|||
|
var screenBounds = System.Windows.Forms.Screen.GetBounds(_windowForm);
|
|||
|
|
|||
|
if (!GameSettings.BorderlessWindowed)
|
|||
|
{
|
|||
|
if (!Graphics.IsFullScreen)
|
|||
|
{
|
|||
|
_lastWindowWidth = Graphics.PreferredBackBufferWidth;
|
|||
|
_lastWindowHeight = Graphics.PreferredBackBufferHeight;
|
|||
|
|
|||
|
_lastWindowRestoreBounds = _windowForm.RestoreBounds;
|
|||
|
|
|||
|
Graphics.PreferredBackBufferWidth = screenBounds.Width;
|
|||
|
Graphics.PreferredBackBufferHeight = screenBounds.Height;
|
|||
|
|
|||
|
_lastWindowState = _windowForm.WindowState;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (_lastWindowState != Forms.FormWindowState.Maximized)
|
|||
|
{
|
|||
|
Graphics.PreferredBackBufferWidth = _lastWindowWidth;
|
|||
|
Graphics.PreferredBackBufferHeight = _lastWindowHeight;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Graphics.ToggleFullScreen();
|
|||
|
|
|||
|
if (_lastWindowState == Forms.FormWindowState.Maximized)
|
|||
|
{
|
|||
|
// restore the window size of the normal sized window
|
|||
|
_windowForm.Bounds = _lastWindowRestoreBounds;
|
|||
|
|
|||
|
_windowForm.WindowState = _lastWindowState;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
_isFullscreen = !_isFullscreen;
|
|||
|
|
|||
|
// change to fullscreen
|
|||
|
if (_isFullscreen)
|
|||
|
{
|
|||
|
_lastWindowState = _windowForm.WindowState;
|
|||
|
_lastWindowBounds = _windowForm.Bounds;
|
|||
|
|
|||
|
_windowForm.FormBorderStyle = Forms.FormBorderStyle.None;
|
|||
|
_windowForm.WindowState = Forms.FormWindowState.Normal;
|
|||
|
_windowForm.Bounds = screenBounds;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
_windowForm.FormBorderStyle = Forms.FormBorderStyle.Sizable;
|
|||
|
|
|||
|
if (_lastWindowState == Forms.FormWindowState.Maximized)
|
|||
|
{
|
|||
|
// this is set to not loose the old state because fullscreen and windowed are both using the "Normal" state
|
|||
|
_windowForm.Bounds = _lastWindowRestoreBounds;
|
|||
|
|
|||
|
_windowForm.WindowState = _lastWindowState;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
_windowForm.WindowState = _lastWindowState;
|
|||
|
_windowForm.Bounds = _lastWindowBounds;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
public void DebugTextBackground()
|
|||
|
{
|
|||
|
if (!ShowDebugText)
|
|||
|
return;
|
|||
|
|
|||
|
_debugTextSize = Resources.GameFont.MeasureString(DebugText);
|
|||
|
|
|||
|
// draw the background
|
|||
|
SpriteBatch.Draw(_renderTarget2, new Rectangle(0, 0,
|
|||
|
(int)(_debugTextSize.X * 2) + 20, (int)(_debugTextSize.Y * 2) + 20), Color.White);
|
|||
|
}
|
|||
|
|
|||
|
public void DrawDebugText()
|
|||
|
{
|
|||
|
if (!ShowDebugText)
|
|||
|
return;
|
|||
|
|
|||
|
SpriteBatch.Draw(Resources.SprWhite, new Rectangle(0, 0,
|
|||
|
(int)(_debugTextSize.X * 2) + 20, (int)(_debugTextSize.Y * 2) + 20), Color.Black * 0.75f);
|
|||
|
|
|||
|
SpriteBatch.DrawString(Resources.GameFont, DebugText, new Vector2(10), Color.White,
|
|||
|
0, Vector2.Zero, new Vector2(2f), SpriteEffects.None, 0);
|
|||
|
}
|
|||
|
|
|||
|
public void UpdateFpsSettings()
|
|||
|
{
|
|||
|
IsFixedTimeStep = false;
|
|||
|
Graphics.SynchronizeWithVerticalRetrace = GameSettings.LockFps;
|
|||
|
Graphics.ApplyChanges();
|
|||
|
}
|
|||
|
|
|||
|
private void OnResizeBegin(object? sender, EventArgs e)
|
|||
|
{
|
|||
|
_isResizing = true;
|
|||
|
gameScaleStart = gameScale;
|
|||
|
}
|
|||
|
|
|||
|
private void OnResize(object? sender, EventArgs e)
|
|||
|
{
|
|||
|
#if WINDOWS
|
|||
|
// save the restore bounds when going into borderless fullscreen mode from an maximized state
|
|||
|
if (_isFullscreen && _windowForm.WindowState == Forms.FormWindowState.Maximized)
|
|||
|
_lastWindowRestoreBounds = _windowForm.RestoreBounds;
|
|||
|
|
|||
|
// minimize the fullscreen window
|
|||
|
if (!GameSettings.BorderlessWindowed && Graphics.IsFullScreen && _windowForm.WindowState == Forms.FormWindowState.Minimized && !_wasMinimized)
|
|||
|
{
|
|||
|
_wasMinimized = true;
|
|||
|
|
|||
|
Graphics.ToggleFullScreen();
|
|||
|
_windowForm.WindowState = Forms.FormWindowState.Minimized;
|
|||
|
}
|
|||
|
// reopen the fullscreen window
|
|||
|
if (!GameSettings.BorderlessWindowed && _windowForm.WindowState == Forms.FormWindowState.Normal && _wasMinimized)
|
|||
|
{
|
|||
|
_wasMinimized = false;
|
|||
|
ToggleFullscreen();
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
private void OnResizeEnd(object? sender, EventArgs e)
|
|||
|
{
|
|||
|
_isResizing = false;
|
|||
|
gameScaleStart = gameScale;
|
|||
|
}
|
|||
|
|
|||
|
private void OnResize()
|
|||
|
{
|
|||
|
if (Window.ClientBounds.Width <= 0 &&
|
|||
|
Window.ClientBounds.Height <= 0)
|
|||
|
return;
|
|||
|
|
|||
|
WindowWidth = Window.ClientBounds.Width;
|
|||
|
WindowHeight = Window.ClientBounds.Height;
|
|||
|
|
|||
|
OnUpdateScale();
|
|||
|
}
|
|||
|
|
|||
|
private void OnUpdateScale()
|
|||
|
{
|
|||
|
// scale of the game
|
|||
|
ScreenScale = MathHelper.Clamp(Math.Min(WindowWidth / Values.MinWidth, WindowHeight / Values.MinHeight), 1, 25);
|
|||
|
|
|||
|
// float scale
|
|||
|
gameScale = MathHelper.Clamp(Math.Min(WindowWidth / (float)Values.MinWidth, WindowHeight / (float)Values.MinHeight), 1, 25);
|
|||
|
|
|||
|
// autoscale or size set in the menu
|
|||
|
MapManager.Camera.Scale = GameSettings.GameScale == 11 ? MathF.Ceiling(gameScale) : GameSettings.GameScale;
|
|||
|
if (MapManager.Camera.Scale < 1)
|
|||
|
{
|
|||
|
MapManager.Camera.Scale = 1 / (2 - MapManager.Camera.Scale);
|
|||
|
GameManager.SetGameScale(1);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
GameManager.SetGameScale(GameSettings.GameScale == 11 ? gameScale : GameSettings.GameScale);
|
|||
|
}
|
|||
|
|
|||
|
UiScale = GameSettings.UiScale == 0 ? ScreenScale : MathHelper.Clamp(GameSettings.UiScale, 1, ScreenScale);
|
|||
|
|
|||
|
// update the ui manager
|
|||
|
EditorUi.SizeChanged();
|
|||
|
|
|||
|
ScreenManager.OnResize(WindowWidth, WindowHeight);
|
|||
|
}
|
|||
|
|
|||
|
private void UpdateRenderTargets()
|
|||
|
{
|
|||
|
if (_isResizing ||
|
|||
|
WindowWidthEnd == WindowWidth && WindowHeightEnd == WindowHeight)
|
|||
|
return;
|
|||
|
|
|||
|
UiRtScale = UiScale;
|
|||
|
|
|||
|
WindowWidthEnd = WindowWidth;
|
|||
|
WindowHeightEnd = WindowHeight;
|
|||
|
|
|||
|
UpdateRenderTargetSizes(WindowWidth, WindowHeight);
|
|||
|
|
|||
|
ScreenManager.OnResizeEnd(WindowWidth, WindowHeight);
|
|||
|
}
|
|||
|
|
|||
|
private void UpdateRenderTargetSizes(int width, int height)
|
|||
|
{
|
|||
|
// @TODO: width must be bigger than 0
|
|||
|
|
|||
|
MainRenderTarget?.Dispose();
|
|||
|
MainRenderTarget = new RenderTarget2D(Graphics.GraphicsDevice, width, height);
|
|||
|
Resources.BlurEffect.Parameters["width"].SetValue(width);
|
|||
|
Resources.BlurEffect.Parameters["height"].SetValue(height);
|
|||
|
|
|||
|
Resources.RoundedCornerBlurEffect.Parameters["textureWidth"].SetValue(width);
|
|||
|
Resources.RoundedCornerBlurEffect.Parameters["textureHeight"].SetValue(height);
|
|||
|
|
|||
|
// update the blur rendertargets
|
|||
|
var blurScale = MathHelper.Clamp(MapManager.Camera.Scale / 2, 1, 10);
|
|||
|
var blurRtWidth = (int)(width / blurScale);
|
|||
|
var blurRtHeight = (int)(height / blurScale);
|
|||
|
|
|||
|
_renderTarget1?.Dispose();
|
|||
|
_renderTarget2?.Dispose();
|
|||
|
|
|||
|
_renderTarget1 = new RenderTarget2D(Graphics.GraphicsDevice, blurRtWidth, blurRtHeight);
|
|||
|
_renderTarget2 = new RenderTarget2D(Graphics.GraphicsDevice, blurRtWidth, blurRtHeight);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|