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+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);
+ }
+ }
+}