2017-07-02 18:09:07 +00:00
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using System;
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2017-07-05 12:43:35 +00:00
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using System.Collections.Generic;
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2017-07-03 01:48:10 +00:00
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using System.Linq;
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2017-07-02 18:09:07 +00:00
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using System.Runtime.InteropServices;
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using Microsoft.Xna.Framework;
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2017-07-02 17:31:39 +00:00
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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2017-07-05 12:43:35 +00:00
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using Newtonsoft.Json;
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2017-07-03 01:48:10 +00:00
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using ShiftOS.Engine;
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2017-07-02 17:31:39 +00:00
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using ShiftOS.Frontend.GraphicsSubsystem;
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namespace ShiftOS.Frontend
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class ShiftOS : Game
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{
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GraphicsDeviceManager GraphicsDevice;
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SpriteBatch spriteBatch;
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2017-07-04 21:57:29 +00:00
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2017-07-05 14:34:09 +00:00
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private bool DisplayDebugInfo = false;
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2017-07-02 17:31:39 +00:00
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public ShiftOS()
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{
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GraphicsDevice = new GraphicsDeviceManager(this);
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2017-07-03 01:48:10 +00:00
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GraphicsDevice.PreferredBackBufferHeight = 1080;
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GraphicsDevice.PreferredBackBufferWidth = 1920;
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2017-07-05 12:43:35 +00:00
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SkinEngine.SkinLoaded += () =>
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{
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UIManager.ResetSkinTextures(GraphicsDevice.GraphicsDevice);
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UIManager.InvalidateAll();
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};
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2017-07-04 13:52:49 +00:00
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UIManager.Viewport = new System.Drawing.Size(
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GraphicsDevice.PreferredBackBufferWidth,
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GraphicsDevice.PreferredBackBufferHeight
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);
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2017-07-02 17:31:39 +00:00
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2017-07-03 01:48:10 +00:00
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Content.RootDirectory = "Content";
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2017-07-04 21:57:29 +00:00
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2017-07-02 17:31:39 +00:00
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//Make window borderless
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2017-07-03 01:48:10 +00:00
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Window.IsBorderless = false;
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2017-07-02 17:31:39 +00:00
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//Set the title
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Window.Title = "ShiftOS";
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2017-07-04 21:57:29 +00:00
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2017-07-02 17:31:39 +00:00
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//Fullscreen
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2017-07-03 01:48:10 +00:00
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GraphicsDevice.IsFullScreen = false;
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2017-07-02 17:31:39 +00:00
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}
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2017-07-03 19:41:35 +00:00
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private Keys lastKey = Keys.None;
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2017-07-03 01:48:10 +00:00
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2017-07-02 17:31:39 +00:00
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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2017-07-25 01:09:48 +00:00
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OutOfBoxExperience.Init(new MonoGameOOBE());
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2017-07-03 01:48:10 +00:00
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//Before we do ANYTHING, we've got to initiate the ShiftOS engine.
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2017-07-05 17:15:00 +00:00
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UIManager.GraphicsDevice = GraphicsDevice.GraphicsDevice;
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2017-07-03 01:48:10 +00:00
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2017-07-04 21:57:29 +00:00
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//Let's get localization going.
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Localization.RegisterProvider(new MonoGameLanguageProvider());
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2017-07-03 01:48:10 +00:00
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//First things first, let's initiate the window manager.
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AppearanceManager.Initiate(new Desktop.WindowManager());
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//Cool. Now the engine's window management system talks to us.
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//Also initiate the desktop
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Engine.Desktop.Init(new Desktop.Desktop());
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2017-07-14 01:30:04 +00:00
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//While we're having a damn initiation fuckfest, let's get the hacking engine running.
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Hacking.Initiate();
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2017-07-03 01:48:10 +00:00
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//Now we can initiate the Infobox subsystem
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Engine.Infobox.Init(new Infobox());
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2017-07-05 12:43:35 +00:00
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2017-07-03 01:48:10 +00:00
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2017-07-03 15:29:54 +00:00
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//Let's initiate the engine just for a ha.
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2017-07-04 21:57:29 +00:00
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2017-07-04 02:03:58 +00:00
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TerminalBackend.TerminalRequested += () =>
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{
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AppearanceManager.SetupWindow(new Apps.Terminal());
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};
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2017-07-17 18:34:59 +00:00
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FileSkimmerBackend.Init(new MGFSLayer());
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2017-07-25 21:57:50 +00:00
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//Create a main menu
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var mm = new MainMenu();
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UIManager.AddTopLevel(mm);
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2017-07-03 15:29:54 +00:00
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2017-07-02 17:31:39 +00:00
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base.Initialize();
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}
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2017-07-06 22:25:19 +00:00
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private double timeSinceLastPurge = 0;
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2017-07-03 19:41:35 +00:00
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private Texture2D MouseTexture = null;
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2017-07-04 21:57:29 +00:00
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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this.spriteBatch = new SpriteBatch(base.GraphicsDevice);
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2017-07-05 12:43:35 +00:00
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UIManager.ResetSkinTextures(GraphicsDevice.GraphicsDevice);
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2017-07-02 17:31:39 +00:00
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// TODO: use this.Content to load your game content here
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var bmp = Properties.Resources.cursor_9x_pointer;
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var _lock = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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byte[] rgb = new byte[Math.Abs(_lock.Stride) * _lock.Height];
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Marshal.Copy(_lock.Scan0, rgb, 0, rgb.Length);
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bmp.UnlockBits(_lock);
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MouseTexture = new Texture2D(GraphicsDevice.GraphicsDevice, bmp.Width, bmp.Height);
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MouseTexture.SetData<byte>(rgb);
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rgb = null;
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2017-07-02 17:31:39 +00:00
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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MouseTexture = null;
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// TODO: Unload any non ContentManager content here
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}
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2017-07-03 20:17:43 +00:00
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private double kb_elapsedms = 0;
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2017-07-17 18:34:59 +00:00
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private double mouseMS = 0;
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2017-07-03 20:17:43 +00:00
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2017-07-04 21:57:29 +00:00
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private MouseState LastMouseState;
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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2017-07-04 02:03:58 +00:00
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if (UIManager.CrossThreadOperations.Count > 0)
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{
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var action = UIManager.CrossThreadOperations.Dequeue();
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action?.Invoke();
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}
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2017-07-02 17:31:39 +00:00
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//Let's get the mouse state
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var mouseState = Mouse.GetState(this.Window);
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2017-07-04 21:57:29 +00:00
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LastMouseState = mouseState;
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2017-07-05 12:43:35 +00:00
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2017-07-17 18:34:59 +00:00
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UIManager.ProcessMouseState(LastMouseState, mouseMS);
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if (mouseState.LeftButton == ButtonState.Pressed)
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{
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mouseMS = 0;
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}
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else
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{
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mouseMS += gameTime.ElapsedGameTime.TotalMilliseconds;
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}
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2017-07-03 01:48:10 +00:00
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//So we have mouse input, and the UI layout system working...
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//But an OS isn't useful without the keyboard!
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//Let's see how keyboard input works.
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//Hmmm... just like the mouse...
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var keystate = Keyboard.GetState();
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//Simple... just iterate through this list and generate some key events?
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var keys = keystate.GetPressedKeys();
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if (keys.Length > 0)
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{
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2017-07-03 19:41:35 +00:00
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var key = keys.FirstOrDefault(x => x != Keys.LeftControl && x != Keys.RightControl && x != Keys.LeftShift && x != Keys.RightShift && x != Keys.LeftAlt && x != Keys.RightAlt);
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2017-07-03 20:17:43 +00:00
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if(lastKey != key)
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2017-07-03 01:48:10 +00:00
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{
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2017-07-03 20:17:43 +00:00
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kb_elapsedms = 0;
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2017-07-03 19:41:35 +00:00
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lastKey = key;
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2017-07-03 01:48:10 +00:00
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}
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}
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2017-07-03 20:17:43 +00:00
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if (keystate.IsKeyDown(lastKey))
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{
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if (kb_elapsedms == 0 || kb_elapsedms >= 500)
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{
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2017-07-04 21:57:29 +00:00
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if (lastKey == Keys.F11)
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{
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GraphicsDevice.IsFullScreen = !GraphicsDevice.IsFullScreen;
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GraphicsDevice.ApplyChanges();
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}
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else
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{
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var shift = keystate.IsKeyDown(Keys.LeftShift) || keystate.IsKeyDown(Keys.RightShift);
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var alt = keystate.IsKeyDown(Keys.LeftAlt) || keystate.IsKeyDown(Keys.RightAlt);
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var control = keystate.IsKeyDown(Keys.LeftControl) || keystate.IsKeyDown(Keys.RightControl);
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2017-07-05 14:34:09 +00:00
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if (control && lastKey == Keys.D)
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{
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DisplayDebugInfo = !DisplayDebugInfo;
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}
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2017-07-05 17:15:00 +00:00
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else if(control && lastKey == Keys.E)
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{
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UIManager.ExperimentalEffects = !UIManager.ExperimentalEffects;
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}
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2017-07-05 14:34:09 +00:00
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else
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{
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var e = new KeyEvent(control, alt, shift, lastKey);
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UIManager.ProcessKeyEvent(e);
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}
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2017-07-04 21:57:29 +00:00
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}
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}
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2017-07-03 20:17:43 +00:00
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kb_elapsedms += gameTime.ElapsedGameTime.TotalMilliseconds;
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}
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else
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{
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kb_elapsedms = 0;
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}
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2017-07-04 21:57:29 +00:00
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//Cause layout update on all elements
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2017-07-19 20:08:33 +00:00
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UIManager.LayoutUpdate(gameTime);
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2017-07-04 21:57:29 +00:00
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2017-07-06 22:25:19 +00:00
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timeSinceLastPurge += gameTime.ElapsedGameTime.TotalSeconds;
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if(timeSinceLastPurge > 30)
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{
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GraphicsContext.StringCaches.Clear();
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timeSinceLastPurge = 0;
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}
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2017-07-17 18:34:59 +00:00
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//Some hackables have a connection timeout applied to them.
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//We must update timeout values here, and disconnect if the timeout
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//hits zero.
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if(Hacking.CurrentHackable != null)
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{
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if (Hacking.CurrentHackable.DoConnectionTimeout)
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{
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Hacking.CurrentHackable.MillisecondsCountdown -= gameTime.ElapsedGameTime.TotalMilliseconds;
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if(Hacking.CurrentHackable.MillisecondsCountdown <= 0)
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{
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Hacking.FailHack();
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}
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}
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}
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2017-07-02 17:31:39 +00:00
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base.Update(gameTime);
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}
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2017-07-02 18:09:07 +00:00
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private GUI.TextControl framerate = new GUI.TextControl();
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2017-07-02 17:31:39 +00:00
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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2017-07-04 21:57:29 +00:00
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UIManager.DrawControlsToTargets(GraphicsDevice.GraphicsDevice, spriteBatch, 0, 0);
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2017-07-06 02:24:17 +00:00
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var rasterizerState = new RasterizerState();
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rasterizerState.CullMode = CullMode.None;
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rasterizerState.MultiSampleAntiAlias = true;
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2017-07-05 14:34:09 +00:00
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied,
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SamplerState.LinearClamp, DepthStencilState.Default,
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rasterizerState);
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2017-07-02 17:31:39 +00:00
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//Draw the desktop BG.
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2017-07-04 21:57:29 +00:00
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UIManager.DrawBackgroundLayer(GraphicsDevice.GraphicsDevice, spriteBatch, 640, 480);
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2017-07-02 17:31:39 +00:00
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//The desktop is drawn, now we can draw the UI.
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2017-07-04 21:57:29 +00:00
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UIManager.DrawTArgets(spriteBatch);
|
2017-07-02 17:31:39 +00:00
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|
|
|
|
2017-07-02 18:09:07 +00:00
|
|
|
|
//Draw a mouse cursor
|
|
|
|
|
|
|
|
|
|
|
2017-07-03 19:41:35 +00:00
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|
|
|
2017-07-02 18:09:07 +00:00
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|
|
|
var mousepos = Mouse.GetState(this.Window).Position;
|
2017-07-05 17:15:00 +00:00
|
|
|
|
spriteBatch.Draw(MouseTexture, new Rectangle(mousepos.X+1, mousepos.Y+1, MouseTexture.Width, MouseTexture.Height), Color.Black * 0.5f);
|
2017-07-03 19:41:35 +00:00
|
|
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|
spriteBatch.Draw(MouseTexture, new Rectangle(mousepos.X, mousepos.Y, MouseTexture.Width, MouseTexture.Height), Color.White);
|
2017-07-05 17:15:00 +00:00
|
|
|
|
|
2017-07-17 18:34:59 +00:00
|
|
|
|
if(Hacking.CurrentHackable != null)
|
|
|
|
|
{
|
|
|
|
|
if (Hacking.CurrentHackable.DoConnectionTimeout)
|
|
|
|
|
{
|
|
|
|
|
string str = $"Connection TImeout in {(Hacking.CurrentHackable.MillisecondsCountdown / 1000).ToString("#.##")} seconds.";
|
|
|
|
|
var gfx = new GraphicsContext(GraphicsDevice.GraphicsDevice, spriteBatch, 0, 0, UIManager.Viewport.Width, UIManager.Viewport.Height);
|
|
|
|
|
var measure = gfx.MeasureString(str, SkinEngine.LoadedSkin.HeaderFont);
|
|
|
|
|
gfx.DrawString(str, 5, (gfx.Height - ((int)measure.Y) - 5), Color.Red, SkinEngine.LoadedSkin.HeaderFont);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-05 14:34:09 +00:00
|
|
|
|
if (DisplayDebugInfo)
|
|
|
|
|
{
|
|
|
|
|
var gfxContext = new GraphicsContext(GraphicsDevice.GraphicsDevice, spriteBatch, 0, 0, GraphicsDevice.PreferredBackBufferWidth, GraphicsDevice.PreferredBackBufferHeight);
|
2017-07-06 02:24:17 +00:00
|
|
|
|
var color = Color.White;
|
2017-07-06 22:25:19 +00:00
|
|
|
|
double fps = Math.Round(1 / gameTime.ElapsedGameTime.TotalSeconds);
|
2017-07-06 02:24:17 +00:00
|
|
|
|
if (fps <= 20)
|
|
|
|
|
color = Color.Red;
|
2017-07-05 17:15:00 +00:00
|
|
|
|
gfxContext.DrawString($@"ShiftOS 1.0 Beta 4
|
|
|
|
|
Copyright (c) 2017 Michael VanOverbeek, Rylan Arbour, RogueAI
|
|
|
|
|
This is an unstable build.
|
2017-07-06 02:24:17 +00:00
|
|
|
|
FPS: {(fps)}
|
|
|
|
|
An FPS below 20 can cause glitches in keyboard and mouse handling. It is advised that if you are getting these
|
|
|
|
|
framerates, press CTRL+E to disable fancy effects, close any apps you are not using, and try running in windowed mode
|
|
|
|
|
or in a lower resolution.
|
|
|
|
|
|
|
|
|
|
If all else fails, you can set a breakpoint somewhere in the ShiftOS.Update() or ShiftOS.Draw() methods in the game's source
|
|
|
|
|
code and use Visual Studio's debugger to step through the code to find bottlenecks.
|
|
|
|
|
|
|
|
|
|
If a method takes more than 30 milliseconds to complete, that is a sign that it is bottlenecking the game and may need to be
|
|
|
|
|
optimized.
|
|
|
|
|
|
|
|
|
|
Try using the SkinTextures cache when rendering skin elements, and try using the GraphicsContext.DrawString() method when drawing
|
|
|
|
|
text. In this build, we are aware that this method causes bottlenecking, we are working on a caching system for fonts so we do not need to
|
|
|
|
|
use the System.Drawing.Graphics class to draw text.
|
2017-07-05 17:15:00 +00:00
|
|
|
|
|
|
|
|
|
UI render target count: {UIManager.TextureCaches.Count}
|
|
|
|
|
Skin texture caches: {UIManager.SkinTextures.Count}
|
|
|
|
|
Open windows (excluding dialog boxes): {AppearanceManager.OpenForms.Count}
|
|
|
|
|
|
|
|
|
|
Experimental effects enabled: {UIManager.ExperimentalEffects}
|
|
|
|
|
Fullscreen: {GraphicsDevice.IsFullScreen}
|
2017-07-17 18:34:59 +00:00
|
|
|
|
Game resolution: {GraphicsDevice.PreferredBackBufferWidth}x{GraphicsDevice.PreferredBackBufferHeight}
|
|
|
|
|
|
|
|
|
|
Mouse state:
|
|
|
|
|
X: {LastMouseState.X}
|
|
|
|
|
Y: {LastMouseState.Y}
|
|
|
|
|
Last left click MS: {mouseMS}
|
|
|
|
|
|
|
|
|
|
", 0, 0, color, new System.Drawing.Font("Lucida Console", 9F, System.Drawing.FontStyle.Bold));
|
2017-07-05 14:34:09 +00:00
|
|
|
|
}
|
2017-07-02 18:09:07 +00:00
|
|
|
|
|
2017-07-02 17:31:39 +00:00
|
|
|
|
spriteBatch.End();
|
|
|
|
|
base.Draw(gameTime);
|
|
|
|
|
}
|
|
|
|
|
}
|
2017-07-05 12:43:35 +00:00
|
|
|
|
|
|
|
|
|
[ShiftoriumProvider]
|
|
|
|
|
public class MonoGameShiftoriumProvider : IShiftoriumProvider
|
|
|
|
|
{
|
|
|
|
|
public List<ShiftoriumUpgrade> GetDefaults()
|
|
|
|
|
{
|
|
|
|
|
return JsonConvert.DeserializeObject<List<ShiftoriumUpgrade>>(Properties.Resources.Shiftorium);
|
|
|
|
|
}
|
|
|
|
|
}
|
2017-07-17 18:34:59 +00:00
|
|
|
|
|
|
|
|
|
public class MGFSLayer : IFileSkimmer
|
|
|
|
|
{
|
|
|
|
|
public string GetFileExtension(FileType fileType)
|
|
|
|
|
{
|
|
|
|
|
switch (fileType)
|
|
|
|
|
{
|
|
|
|
|
case FileType.CommandFormat:
|
|
|
|
|
return ".cf";
|
|
|
|
|
case FileType.Executable:
|
|
|
|
|
return ".saa";
|
|
|
|
|
case FileType.Filesystem:
|
|
|
|
|
return ".mfs";
|
|
|
|
|
case FileType.Image:
|
|
|
|
|
return ".png";
|
|
|
|
|
case FileType.JSON:
|
|
|
|
|
return ".json";
|
|
|
|
|
case FileType.Lua:
|
|
|
|
|
return ".lua";
|
|
|
|
|
case FileType.Python:
|
|
|
|
|
return ".py";
|
|
|
|
|
case FileType.Skin:
|
|
|
|
|
return ".skn";
|
|
|
|
|
case FileType.TextFile:
|
|
|
|
|
return ".txt";
|
|
|
|
|
default:
|
|
|
|
|
return ".scrtm";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void GetPath(string[] filetypes, FileOpenerStyle style, Action<string> callback)
|
|
|
|
|
{
|
|
|
|
|
throw new NotImplementedException();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OpenDirectory(string path)
|
|
|
|
|
{
|
|
|
|
|
throw new NotImplementedException();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-02 17:31:39 +00:00
|
|
|
|
}
|