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ShiftOS_TheReturn/ShiftOS.Frontend/ShiftOS.cs

228 lines
7.9 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;
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.
//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 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);
// 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);
if(LastMouseState != mouseState)
{
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);
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();
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);
this.spriteBatch.Begin();
//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, mousepos.Y, MouseTexture.Width, MouseTexture.Height), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}