ShiftOS_TheReturn/ShiftOS.Frontend/ShiftOS.cs
2017-07-02 13:31:39 -04:00

117 lines
3.7 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
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);
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;
}
/// <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()
{
//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();
}
/// <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);
base.Update(gameTime);
}
/// <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);
spriteBatch.End();
base.Draw(gameTime);
}
}
}