145 lines
4.9 KiB
C#
145 lines
4.9 KiB
C#
using System;
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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.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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Content.RootDirectory = "Content";
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//Make the mouse cursor visible.
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this.IsMouseVisible = true;
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//Don't allow ALT+F4
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this.Window.AllowAltF4 = false;
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//Make window borderless
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Window.IsBorderless = true;
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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 = true;
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}
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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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//We'll start by initializing the BARE FUNDAMENTALS of the ShiftOS engine.
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//This'll be enough to do skinning, fs, windowmanagement etc
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//so that we can make the main menu and yeah
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//Let's add a control to test something
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var textControl = new GUI.TextControl();
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textControl.Width = 640;
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textControl.Height = 480;
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UIManager.AddTopLevel(textControl);
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UIManager.AddTopLevel(framerate);
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framerate.Width = 640;
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framerate.Height = 480;
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framerate.TextAlign = GUI.TextAlign.BottomRight;
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base.Initialize();
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}
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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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}
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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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// TODO: Unload any non ContentManager content here
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}
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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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//Let's get the mouse state
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var mouseState = Mouse.GetState(this.Window);
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//Now let's process it.
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UIManager.ProcessMouseState(mouseState);
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//set framerate
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framerate.Text = "ShiftOS 1.0 Beta 4\r\nCopyright (c) 2017 ShiftOS\r\nFPS: " + (1 / gameTime.ElapsedGameTime.TotalSeconds);
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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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this.spriteBatch.Begin();
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//Draw the desktop BG.
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var graphics = GraphicsDevice.GraphicsDevice;
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UIManager.DrawBackgroundLayer(graphics, spriteBatch, 640, 480);
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//The desktop is drawn, now we can draw the UI.
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UIManager.DrawControls(graphics, spriteBatch);
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//Draw a mouse cursor
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var bmp = Properties.Resources.cursor_9x_pointer;
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var data = 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(data.Stride) * data.Height];
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Marshal.Copy(data.Scan0, rgb, 0, rgb.Length);
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bmp.UnlockBits(data);
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var mousepos = Mouse.GetState(this.Window).Position;
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var tex2 = new Texture2D(graphics, bmp.Width, bmp.Height);
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tex2.SetData<byte>(rgb);
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spriteBatch.Draw(tex2, new Rectangle(mousepos.X, mousepos.Y, bmp.Width, bmp.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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