ShiftOS_TheReturn/ShiftOS.Frontend/ShiftOS.cs

200 lines
7.2 KiB
C#

using System;
using System.Linq;
using System.Runtime.InteropServices;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using ShiftOS.Engine;
using ShiftOS.Frontend.GraphicsSubsystem;
namespace ShiftOS.Frontend
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class ShiftOS : Game
{
GraphicsDeviceManager GraphicsDevice;
SpriteBatch spriteBatch;
public ShiftOS()
{
GraphicsDevice = new GraphicsDeviceManager(this);
GraphicsDevice.PreferredBackBufferHeight = 1080;
GraphicsDevice.PreferredBackBufferWidth = 1920;
Content.RootDirectory = "Content";
//Make window borderless
Window.IsBorderless = false;
//Set the title
Window.Title = "ShiftOS";
//Fullscreen
GraphicsDevice.IsFullScreen = false;
}
private GUI.TextControl _titleLabel = null;
/// <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()
{
//Before we do ANYTHING, we've got to initiate the ShiftOS engine.
//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());
//Now we can initiate the Infobox subsystem
Engine.Infobox.Init(new Infobox());
//Let's give it a try.
Engine.Infobox.Show("Welcome to ShiftOS!", "This is a test infobox. Clicking OK will dismiss it.");
//Let's set up the Main Menu UI.
var justthes = new GUI.PictureBox();
justthes.AutoSize = true;
justthes.ImageLayout = GUI.ImageLayout.Stretch;
justthes.Image = Properties.Resources.justthes;
justthes.X = 15;
justthes.Y = 15;
UIManager.AddTopLevel(justthes);
_titleLabel = new GUI.TextControl();
_titleLabel.Text = " - main menu - ";
_titleLabel.AutoSize = true;
_titleLabel.X = justthes.X;
_titleLabel.Y = justthes.Y + justthes.Height + 15;
_titleLabel.Font = SkinEngine.LoadedSkin.HeaderFont;
UIManager.AddTopLevel(_titleLabel);
base.Initialize();
}
/// <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);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <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)
{
//Let's get the mouse state
var mouseState = Mouse.GetState(this.Window);
//Now let's process it.
UIManager.ProcessMouseState(mouseState);
//Cause layout update on all elements
UIManager.LayoutUpdate();
//set framerate
framerate.Text = "ShiftOS 1.0 Beta 4\r\nCopyright (c) 2017 ShiftOS\r\nFPS: " + (1 / gameTime.ElapsedGameTime.TotalSeconds);
//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)
{
//Of course, we need modifier keys...
//First for Control.
bool controlDown = keys.Contains(Keys.LeftControl) || keys.Contains(Keys.RightControl);
//Now SHIFT.
bool shiftDown = keys.Contains(Keys.LeftShift) || keys.Contains(Keys.RightShift);
//And ALT.
bool altDown = keys.Contains(Keys.LeftAlt) || keys.Contains(Keys.RightAlt);
foreach(var key in keys)
{
//This'll make it so we skip the modifier keys.
if(key != Keys.LeftAlt && key != Keys.RightAlt && key != Keys.LeftControl && key != Keys.RightControl && key != Keys.LeftShift && key != Keys.RightShift)
{
var keyevent = new KeyEvent(controlDown, altDown, shiftDown, key);
UIManager.ProcessKeyEvent(keyevent);
}
}
}
base.Update(gameTime);
}
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)
{
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);
//Draw a mouse cursor
var bmp = Properties.Resources.cursor_9x_pointer;
var data = 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(data.Stride) * data.Height];
Marshal.Copy(data.Scan0, rgb, 0, rgb.Length);
bmp.UnlockBits(data);
var mousepos = Mouse.GetState(this.Window).Position;
var tex2 = new Texture2D(graphics, bmp.Width, bmp.Height);
tex2.SetData<byte>(rgb);
spriteBatch.Draw(tex2, new Rectangle(mousepos.X, mousepos.Y, bmp.Width, bmp.Height), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}