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ShiftOS_TheReturn/ShiftOS.Frontend/ShiftOS.cs
2017-07-02 14:09:07 -04:00

145 lines
4.9 KiB
C#

using System;
using System.Runtime.InteropServices;
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);
UIManager.AddTopLevel(framerate);
framerate.Width = 640;
framerate.Height = 480;
framerate.TextAlign = GUI.TextAlign.BottomRight;
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);
//set framerate
framerate.Text = "ShiftOS 1.0 Beta 4\r\nCopyright (c) 2017 ShiftOS\r\nFPS: " + (1 / gameTime.ElapsedGameTime.TotalSeconds);
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)
{
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);
//Draw a mouse cursor
var bmp = Properties.Resources.cursor_9x_pointer;
var data = 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(data.Stride) * data.Height];
Marshal.Copy(data.Scan0, rgb, 0, rgb.Length);
bmp.UnlockBits(data);
var mousepos = Mouse.GetState(this.Window).Position;
var tex2 = new Texture2D(graphics, bmp.Width, bmp.Height);
tex2.SetData<byte>(rgb);
spriteBatch.Draw(tex2, new Rectangle(mousepos.X, mousepos.Y, bmp.Width, bmp.Height), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}