using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using ShiftOS.Frontend.GraphicsSubsystem; namespace ShiftOS.Frontend { /// /// This is the main type for your game. /// public class ShiftOS : Game { GraphicsDeviceManager GraphicsDevice; SpriteBatch spriteBatch; public ShiftOS() { GraphicsDevice = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //Make the mouse cursor visible. this.IsMouseVisible = true; //Don't allow ALT+F4 this.Window.AllowAltF4 = false; //Make window borderless Window.IsBorderless = true; //Set the title Window.Title = "ShiftOS"; //Fullscreen GraphicsDevice.IsFullScreen = true; } /// /// 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() { //We'll start by initializing the BARE FUNDAMENTALS of the ShiftOS engine. //This'll be enough to do skinning, fs, windowmanagement etc //so that we can make the main menu and yeah //Let's add a control to test something var textControl = new GUI.TextControl(); textControl.Width = 640; textControl.Height = 480; UIManager.AddTopLevel(textControl); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. this.spriteBatch = new SpriteBatch(base.GraphicsDevice); // TODO: use this.Content to load your game content here } /// /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// 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) { //Let's get the mouse state var mouseState = Mouse.GetState(this.Window); //Now let's process it. UIManager.ProcessMouseState(mouseState); base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { this.spriteBatch.Begin(); //Draw the desktop BG. var graphics = GraphicsDevice.GraphicsDevice; UIManager.DrawBackgroundLayer(graphics, spriteBatch, 640, 480); //The desktop is drawn, now we can draw the UI. UIManager.DrawControls(graphics, spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }