228 lines
7.9 KiB
C#
228 lines
7.9 KiB
C#
using System;
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using System.Linq;
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using System.Runtime.InteropServices;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using ShiftOS.Engine;
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using ShiftOS.Frontend.GraphicsSubsystem;
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namespace ShiftOS.Frontend
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class ShiftOS : Game
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{
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GraphicsDeviceManager GraphicsDevice;
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SpriteBatch spriteBatch;
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public ShiftOS()
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{
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GraphicsDevice = new GraphicsDeviceManager(this);
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GraphicsDevice.PreferredBackBufferHeight = 1080;
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GraphicsDevice.PreferredBackBufferWidth = 1920;
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UIManager.Viewport = new System.Drawing.Size(
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GraphicsDevice.PreferredBackBufferWidth,
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GraphicsDevice.PreferredBackBufferHeight
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);
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Content.RootDirectory = "Content";
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//Make window borderless
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Window.IsBorderless = false;
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//Set the title
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Window.Title = "ShiftOS";
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//Fullscreen
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GraphicsDevice.IsFullScreen = false;
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}
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private GUI.TextControl _titleLabel = null;
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private Keys lastKey = Keys.None;
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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//Before we do ANYTHING, we've got to initiate the ShiftOS engine.
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//Let's get localization going.
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Localization.RegisterProvider(new MonoGameLanguageProvider());
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//First things first, let's initiate the window manager.
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AppearanceManager.Initiate(new Desktop.WindowManager());
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//Cool. Now the engine's window management system talks to us.
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//Also initiate the desktop
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Engine.Desktop.Init(new Desktop.Desktop());
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//Now we can initiate the Infobox subsystem
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Engine.Infobox.Init(new Infobox());
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//Let's initiate the engine just for a ha.
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TerminalBackend.TerminalRequested += () =>
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{
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AppearanceManager.SetupWindow(new Apps.Terminal());
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};
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//We'll use sandbox mode
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SaveSystem.IsSandbox = false;
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Engine.Infobox.Show("Test window", "This is a test window.");
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SaveSystem.Begin(true);
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base.Initialize();
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}
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private Texture2D MouseTexture = null;
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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this.spriteBatch = new SpriteBatch(base.GraphicsDevice);
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// TODO: use this.Content to load your game content here
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var bmp = Properties.Resources.cursor_9x_pointer;
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var _lock = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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byte[] rgb = new byte[Math.Abs(_lock.Stride) * _lock.Height];
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Marshal.Copy(_lock.Scan0, rgb, 0, rgb.Length);
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bmp.UnlockBits(_lock);
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MouseTexture = new Texture2D(GraphicsDevice.GraphicsDevice, bmp.Width, bmp.Height);
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MouseTexture.SetData<byte>(rgb);
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rgb = null;
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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MouseTexture = null;
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// TODO: Unload any non ContentManager content here
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}
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private double kb_elapsedms = 0;
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private MouseState LastMouseState;
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (UIManager.CrossThreadOperations.Count > 0)
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{
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var action = UIManager.CrossThreadOperations.Dequeue();
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action?.Invoke();
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}
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//Let's get the mouse state
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var mouseState = Mouse.GetState(this.Window);
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if(LastMouseState != mouseState)
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{
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LastMouseState = mouseState;
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UIManager.ProcessMouseState(LastMouseState);
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}
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//So we have mouse input, and the UI layout system working...
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//But an OS isn't useful without the keyboard!
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//Let's see how keyboard input works.
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//Hmmm... just like the mouse...
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var keystate = Keyboard.GetState();
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//Simple... just iterate through this list and generate some key events?
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var keys = keystate.GetPressedKeys();
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if (keys.Length > 0)
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{
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var key = keys.FirstOrDefault(x => x != Keys.LeftControl && x != Keys.RightControl && x != Keys.LeftShift && x != Keys.RightShift && x != Keys.LeftAlt && x != Keys.RightAlt);
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if(lastKey != key)
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{
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kb_elapsedms = 0;
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lastKey = key;
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}
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}
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if (keystate.IsKeyDown(lastKey))
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{
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if (kb_elapsedms == 0 || kb_elapsedms >= 500)
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{
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if (lastKey == Keys.F11)
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{
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GraphicsDevice.IsFullScreen = !GraphicsDevice.IsFullScreen;
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GraphicsDevice.ApplyChanges();
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}
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else
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{
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var shift = keystate.IsKeyDown(Keys.LeftShift) || keystate.IsKeyDown(Keys.RightShift);
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var alt = keystate.IsKeyDown(Keys.LeftAlt) || keystate.IsKeyDown(Keys.RightAlt);
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var control = keystate.IsKeyDown(Keys.LeftControl) || keystate.IsKeyDown(Keys.RightControl);
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var e = new KeyEvent(control, alt, shift, lastKey);
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UIManager.ProcessKeyEvent(e);
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}
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}
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kb_elapsedms += gameTime.ElapsedGameTime.TotalMilliseconds;
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}
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else
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{
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kb_elapsedms = 0;
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}
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//Cause layout update on all elements
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UIManager.LayoutUpdate();
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base.Update(gameTime);
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}
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private GUI.TextControl framerate = new GUI.TextControl();
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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UIManager.DrawControlsToTargets(GraphicsDevice.GraphicsDevice, spriteBatch, 0, 0);
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this.spriteBatch.Begin();
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//Draw the desktop BG.
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UIManager.DrawBackgroundLayer(GraphicsDevice.GraphicsDevice, spriteBatch, 640, 480);
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//The desktop is drawn, now we can draw the UI.
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UIManager.DrawTArgets(spriteBatch);
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//Draw a mouse cursor
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var mousepos = Mouse.GetState(this.Window).Position;
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spriteBatch.Draw(MouseTexture, new Rectangle(mousepos.X, mousepos.Y, MouseTexture.Width, MouseTexture.Height), Color.White);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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