ShiftOS_TheReturn/ShiftOS.Frontend/ShiftOS.cs

393 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Newtonsoft.Json;
using ShiftOS.Engine;
using ShiftOS.Frontend.GraphicsSubsystem;
namespace ShiftOS.Frontend
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class ShiftOS : Game
{
internal GraphicsDeviceManager graphicsDevice;
SpriteBatch spriteBatch;
private bool DisplayDebugInfo = false;
public ShiftOS()
{
graphicsDevice = new GraphicsDeviceManager(this);
var uconf = Objects.UserConfig.Get();
graphicsDevice.PreferredBackBufferHeight = uconf.ScreenHeight;
graphicsDevice.PreferredBackBufferWidth = uconf.ScreenWidth;
SkinEngine.SkinLoaded += () =>
{
UIManager.ResetSkinTextures(GraphicsDevice);
UIManager.InvalidateAll();
};
UIManager.Viewport = new System.Drawing.Size(
graphicsDevice.PreferredBackBufferWidth,
graphicsDevice.PreferredBackBufferHeight
);
Content.RootDirectory = "Content";
//Make window borderless
Window.IsBorderless = false;
//Set the title
Window.Title = "ShiftOS";
//Fullscreen
graphicsDevice.IsFullScreen = uconf.Fullscreen;
UIManager.Init(this);
}
private Keys lastKey = Keys.None;
/// <summary>
/// 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.
/// </summary>
protected override void Initialize()
{
OutOfBoxExperience.Init(new MonoGameOOBE());
//Before we do ANYTHING, we've got to initiate the ShiftOS engine.
UIManager.GraphicsDevice = GraphicsDevice;
//Let's get localization going.
Localization.RegisterProvider(new MonoGameLanguageProvider());
//First things first, let's initiate the window manager.
AppearanceManager.Initiate(new Desktop.WindowManager());
//Cool. Now the engine's window management system talks to us.
//Also initiate the desktop
Engine.Desktop.Init(new Desktop.Desktop());
//While we're having a damn initiation fuckfest, let's get the hacking engine running.
Hacking.Initiate();
//Now we can initiate the Infobox subsystem
Engine.Infobox.Init(new Infobox());
//Let's initiate the engine just for a ha.
TerminalBackend.TerminalRequested += () =>
{
AppearanceManager.SetupWindow(new Apps.Terminal());
};
FileSkimmerBackend.Init(new MGFSLayer());
//Create a main menu
var mm = new MainMenu();
UIManager.AddTopLevel(mm);
base.Initialize();
}
private double timeSinceLastPurge = 0;
private Texture2D MouseTexture = null;
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
this.spriteBatch = new SpriteBatch(base.GraphicsDevice);
UIManager.ResetSkinTextures(GraphicsDevice);
// TODO: use this.Content to load your game content here
var bmp = Properties.Resources.cursor_9x_pointer;
var _lock = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
byte[] rgb = new byte[Math.Abs(_lock.Stride) * _lock.Height];
Marshal.Copy(_lock.Scan0, rgb, 0, rgb.Length);
bmp.UnlockBits(_lock);
MouseTexture = new Texture2D(GraphicsDevice, bmp.Width, bmp.Height);
MouseTexture.SetData<byte>(rgb);
rgb = null;
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
MouseTexture = null;
// TODO: Unload any non ContentManager content here
}
private double kb_elapsedms = 0;
private double mouseMS = 0;
private MouseState LastMouseState;
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (UIManager.CrossThreadOperations.Count > 0)
{
var action = UIManager.CrossThreadOperations.Dequeue();
action?.Invoke();
}
//Let's get the mouse state
var mouseState = Mouse.GetState(this.Window);
LastMouseState = mouseState;
UIManager.ProcessMouseState(LastMouseState, mouseMS);
if (mouseState.LeftButton == ButtonState.Pressed)
{
mouseMS = 0;
}
else
{
mouseMS += gameTime.ElapsedGameTime.TotalMilliseconds;
}
//So we have mouse input, and the UI layout system working...
//But an OS isn't useful without the keyboard!
//Let's see how keyboard input works.
//Hmmm... just like the mouse...
var keystate = Keyboard.GetState();
//Simple... just iterate through this list and generate some key events?
var keys = keystate.GetPressedKeys();
if (keys.Length > 0)
{
var key = keys.FirstOrDefault(x => x != Keys.LeftControl && x != Keys.RightControl && x != Keys.LeftShift && x != Keys.RightShift && x != Keys.LeftAlt && x != Keys.RightAlt);
if(lastKey != key)
{
kb_elapsedms = 0;
lastKey = key;
}
}
if (keystate.IsKeyDown(lastKey))
{
if (kb_elapsedms == 0 || kb_elapsedms >= 500)
{
if (lastKey == Keys.F11)
{
UIManager.Fullscreen = !UIManager.Fullscreen;
}
else
{
var shift = keystate.IsKeyDown(Keys.LeftShift) || keystate.IsKeyDown(Keys.RightShift);
var alt = keystate.IsKeyDown(Keys.LeftAlt) || keystate.IsKeyDown(Keys.RightAlt);
var control = keystate.IsKeyDown(Keys.LeftControl) || keystate.IsKeyDown(Keys.RightControl);
if (control && lastKey == Keys.D)
{
DisplayDebugInfo = !DisplayDebugInfo;
}
else if(control && lastKey == Keys.E)
{
UIManager.ExperimentalEffects = !UIManager.ExperimentalEffects;
}
else
{
var e = new KeyEvent(control, alt, shift, lastKey);
UIManager.ProcessKeyEvent(e);
}
}
}
kb_elapsedms += gameTime.ElapsedGameTime.TotalMilliseconds;
}
else
{
kb_elapsedms = 0;
}
//Cause layout update on all elements
UIManager.LayoutUpdate(gameTime);
timeSinceLastPurge += gameTime.ElapsedGameTime.TotalSeconds;
if(timeSinceLastPurge > 2)
{
GraphicsContext.StringCaches.Clear();
timeSinceLastPurge = 0;
GC.Collect();
}
//Some hackables have a connection timeout applied to them.
//We must update timeout values here, and disconnect if the timeout
//hits zero.
if(Hacking.CurrentHackable != null)
{
if (Hacking.CurrentHackable.DoConnectionTimeout)
{
Hacking.CurrentHackable.MillisecondsCountdown -= gameTime.ElapsedGameTime.TotalMilliseconds;
shroudOpacity = (float)GUI.ProgressBar.linear(Hacking.CurrentHackable.MillisecondsCountdown, Hacking.CurrentHackable.TotalConnectionTimeMS, 0, 0, 1);
if (Hacking.CurrentHackable.MillisecondsCountdown <= 0)
{
Hacking.FailHack();
}
}
}
else
{
shroudOpacity = 0;
}
base.Update(gameTime);
}
float shroudOpacity = 0.0f;
private GUI.TextControl framerate = new GUI.TextControl();
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
UIManager.DrawControlsToTargets(GraphicsDevice, spriteBatch, 0, 0);
var rasterizerState = new RasterizerState();
rasterizerState.CullMode = CullMode.None;
rasterizerState.MultiSampleAntiAlias = true;
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied,
SamplerState.LinearClamp, DepthStencilState.Default,
rasterizerState);
//Draw the desktop BG.
UIManager.DrawBackgroundLayer(GraphicsDevice, spriteBatch, 640, 480);
//The desktop is drawn, now we can draw the UI.
UIManager.DrawTArgets(spriteBatch);
//Draw a mouse cursor
var mousepos = Mouse.GetState(this.Window).Position;
spriteBatch.Draw(MouseTexture, new Rectangle(mousepos.X+1, mousepos.Y+1, MouseTexture.Width, MouseTexture.Height), Color.Black * 0.5f);
spriteBatch.Draw(MouseTexture, new Rectangle(mousepos.X, mousepos.Y, MouseTexture.Width, MouseTexture.Height), Color.White);
spriteBatch.Draw(UIManager.SkinTextures["PureWhite"], new Rectangle(0, 0, UIManager.Viewport.Width, UIManager.Viewport.Height), Color.Red * shroudOpacity);
if(Hacking.CurrentHackable != null)
{
if (Hacking.CurrentHackable.DoConnectionTimeout)
{
string str = $"Timeout in {(Hacking.CurrentHackable.MillisecondsCountdown / 1000).ToString("#.##")} seconds.";
var gfx = new GraphicsContext(GraphicsDevice, spriteBatch, 0, 0, UIManager.Viewport.Width, UIManager.Viewport.Height);
var measure = gfx.MeasureString(str, SkinEngine.LoadedSkin.HeaderFont);
gfx.DrawString(str, 5, (gfx.Height - ((int)measure.Y) - 5), Color.Red, SkinEngine.LoadedSkin.HeaderFont);
}
}
if (DisplayDebugInfo)
{
var gfxContext = new GraphicsContext(GraphicsDevice, spriteBatch, 0, 0, graphicsDevice.PreferredBackBufferWidth, graphicsDevice.PreferredBackBufferHeight);
var color = Color.White;
double fps = Math.Round(1 / gameTime.ElapsedGameTime.TotalSeconds);
if (fps <= 20)
color = Color.Red;
gfxContext.DrawString($@"ShiftOS
=======================
Copyright (c) 2017 ShiftOS Developers
Debug information - {fps} FPS
CTRL+D: toggle debug menu
CTRL+E: toggle experimental effects (experimental effects enabled: {UIManager.ExperimentalEffects})
Use the ""debug"" Terminal Command for engine debug commands.
Red text means low framerate, a low framerate could be a sign of CPU hogging code or a memory leak.
Text cache: {GraphicsContext.StringCaches.Count}", 0, 0, color, new System.Drawing.Font("Lucida Console", 9F, System.Drawing.FontStyle.Bold));
}
spriteBatch.End();
base.Draw(gameTime);
}
}
[ShiftoriumProvider]
public class MonoGameShiftoriumProvider : IShiftoriumProvider
{
public List<ShiftoriumUpgrade> GetDefaults()
{
return JsonConvert.DeserializeObject<List<ShiftoriumUpgrade>>(Properties.Resources.Shiftorium);
}
}
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();
}
}
}