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Diffstat (limited to 'ShiftOS.Frontend/ShiftOS.cs')
| -rw-r--r-- | ShiftOS.Frontend/ShiftOS.cs | 308 |
1 files changed, 308 insertions, 0 deletions
diff --git a/ShiftOS.Frontend/ShiftOS.cs b/ShiftOS.Frontend/ShiftOS.cs new file mode 100644 index 0000000..56ffc38 --- /dev/null +++ b/ShiftOS.Frontend/ShiftOS.cs @@ -0,0 +1,308 @@ +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 + { + GraphicsDeviceManager GraphicsDevice; + SpriteBatch spriteBatch; + + private bool DisplayDebugInfo = false; + + public ShiftOS() + { + GraphicsDevice = new GraphicsDeviceManager(this); + GraphicsDevice.PreferredBackBufferHeight = 1080; + GraphicsDevice.PreferredBackBufferWidth = 1920; + SkinEngine.SkinLoaded += () => + { + UIManager.ResetSkinTextures(GraphicsDevice.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 = false; + + } + + private GUI.TextControl _titleLabel = null; + 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() + { + //Before we do ANYTHING, we've got to initiate the ShiftOS engine. + UIManager.GraphicsDevice = 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()); + + //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()); + }; + + //We'll use sandbox mode + SaveSystem.IsSandbox = false; + Engine.Infobox.Show("Test window", "This is a test window."); + SaveSystem.Begin(true); + + 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.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.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 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); + + //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) + { + GraphicsDevice.IsFullScreen = !GraphicsDevice.IsFullScreen; + GraphicsDevice.ApplyChanges(); + } + 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(); + + timeSinceLastPurge += gameTime.ElapsedGameTime.TotalSeconds; + + if(timeSinceLastPurge > 30) + { + GraphicsContext.StringCaches.Clear(); + timeSinceLastPurge = 0; + } + + 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) + { + UIManager.DrawControlsToTargets(GraphicsDevice.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.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); + + if (DisplayDebugInfo) + { + var gfxContext = new GraphicsContext(GraphicsDevice.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 1.0 Beta 4 +Copyright (c) 2017 Michael VanOverbeek, Rylan Arbour, RogueAI +This is an unstable build. +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. + +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} +Game resolution: {GraphicsDevice.PreferredBackBufferWidth}x{GraphicsDevice.PreferredBackBufferHeight}", 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); + } + } +} |
