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Game1.cs
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Game1.cs
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using System;
using System.Threading;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using ProjectZ.Base;
using ProjectZ.Base.UI;
using ProjectZ.Editor;
using ProjectZ.InGame.Controls;
using ProjectZ.InGame.GameObjects;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.Pages;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Screens;
using ProjectZ.InGame.Things;
#if WINDOWS
using Forms = System.Windows.Forms;
#endif
#if DEBUG
using ProjectZ.InGame.Tests;
#endif
namespace ProjectZ
{
public class Game1 : Game
{
public static GraphicsDeviceManager Graphics;
public static SpriteBatch SpriteBatch;
public static UiManager EditorUi = new UiManager();
public static ScreenManager ScreenManager = new ScreenManager();
public static PageManager UiPageManager = new PageManager();
public static GameManager GameManager = new GameManager();
public static Language LanguageManager = new Language();
public static GbsPlayer.GbsPlayer GbsPlayer = new GbsPlayer.GbsPlayer();
public static StopWatchTracker StopWatchTracker = new StopWatchTracker(120);
public static Random RandomNumber = new Random();
public static RenderTarget2D MainRenderTarget;
public static Matrix GetMatrix => Matrix.CreateScale(new Vector3(
(float)Graphics.PreferredBackBufferWidth / WindowWidth,
(float)Graphics.PreferredBackBufferHeight / WindowHeight, 0));
private static float gameScale;
private static float gameScaleStart;
public static float GameScaleChange => gameScale / gameScaleStart;
public static string DebugText;
public static float TimeMultiplier;
public static float DeltaTime;
public static double TotalTime;
public static double TotalGameTime;
public static double TotalGameTimeLast;
public static float DebugTimeScale = 1.0f;
public static int WindowWidth;
public static int WindowHeight;
public static int WindowWidthEnd;
public static int WindowHeightEnd;
public static int ScreenScale;
public static int UiScale;
public static int UiRtScale;
public static int RenderWidth;
public static int RenderHeight;
public static bool ScaleSettingChanged;
private bool _wasMinimized;
private static DoubleAverage _avgTotalMs = new DoubleAverage(30);
private static DoubleAverage _avgTimeMult = new DoubleAverage(30);
public static int DebugLightMode;
public static int DebugBoxMode;
public static bool DebugMode;
public static bool ShowDebugText;
public static double FreezeTime;
public static bool WasActive;
public static bool UpdateGame;
public static bool ForceDialogUpdate;
public static bool FpsSettingChanged;
public static bool DebugStepper;
public static bool EditorMode;
#if WINDOWS
private static Forms.Form _windowForm;
private static Forms.FormWindowState _lastWindowState;
#endif
private static System.Drawing.Rectangle _lastWindowBounds;
private static System.Drawing.Rectangle _lastWindowRestoreBounds;
private static int _lastWindowWidth;
private static int _lastWindowHeight;
private static bool _isFullscreen;
private bool _isResizing;
private static RenderTarget2D _renderTarget1;
private static RenderTarget2D _renderTarget2;
private float _blurValue = 0.2f;
private readonly SimpleFps _fpsCounter = new SimpleFps();
private Vector2 _debugTextSize;
private string _lastGameScreen = Values.ScreenNameGame;
private string _lastEditorScreen = Values.ScreenNameEditor;
private string _debugLog;
private int _currentFrameTimeIndex;
private double[] _debugFrameTimes =
{
1000 / 30.0,
1000 / 60.0,
1000 / 90.0,
1000 / 120.0,
1000 / 144.0,
1000 / 288.0,
1
};
private string _consoleLine;
private bool _stopConsoleThread;
private static bool _finishedLoading;
private static bool _initRenderTargets;
public static bool FinishedLoading => _finishedLoading;
public static bool LoadFirstSave;
#if DEBUG
private MapTest _mapTest;
private SequenceTester _sequenceTester;
private DialogTester _dialogTester;
#endif
public Game1(bool editorMode, bool loadFirstSave)
{
#if WINDOWS
_windowForm = (Forms.Form)Forms.Control.FromHandle(Window.Handle);
_windowForm.Icon = Properties.Resources.Icon;
// set the min size of the game
// not sure why you can not simply set the min size of the client size directly...
var deltaWidth = _windowForm.Width - _windowForm.ClientSize.Width;
var deltaHeight = _windowForm.Height - _windowForm.ClientSize.Height;
_windowForm.MinimumSize = new System.Drawing.Size(Values.MinWidth + deltaWidth, Values.MinHeight + deltaHeight);
#endif
Graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
Graphics.GraphicsProfile = GraphicsProfile.HiDef;
Graphics.PreferredBackBufferWidth = 1500;
Graphics.PreferredBackBufferHeight = 1000;
#if MACOSX
Window.ClientSizeChanged += ClientSizeChanged;
#endif
Window.AllowUserResizing = true;
IsMouseVisible = editorMode;
EditorMode = editorMode;
LoadFirstSave = loadFirstSave;
var thread = new Thread(ConsoleReaderThread);
thread.Start();
}
private void ClientSizeChanged(object sender, EventArgs e)
{
OnResize();
Graphics.PreferredBackBufferWidth = Window.ClientBounds.Width;
Graphics.PreferredBackBufferHeight = Window.ClientBounds.Height;
}
private void ConsoleReaderThread()
{
while (true)
{
if (_stopConsoleThread)
return;
if (Console.In.Peek() != -1)
_consoleLine = Console.ReadLine();
Thread.Sleep(20);
}
}
protected override void OnExiting(object sender, EventArgs args)
{
_stopConsoleThread = true;
GbsPlayer.OnExit();
base.OnExiting(sender, args);
}
protected override void LoadContent()
{
#if MACOSX
// not sure how to copy the files in the correct directory...
Content.RootDirectory += "/bin/MacOSX";
#endif
// load game settings
SettingsSaveLoad.LoadSettings();
// init gbs player; load gbs file
GbsPlayer.LoadFile(Values.PathContentFolder + "Music/awakening.gbs");
GbsPlayer.StartThread();
// start loading the resources that are needed after the intro
ThreadPool.QueueUserWorkItem(LoadContentThreaded);
// Create a new SpriteBatch, which can be used to draw textures.
SpriteBatch = new SpriteBatch(GraphicsDevice);
// Input Handler
Components.Add(new InputHandler(this));
// game control stuff
ControlHandler.Initialize();
// load the intro screen + the resources needed for it
Resources.LoadIntro(Graphics.GraphicsDevice, Content);
ScreenManager.LoadIntro(Content);
// toggle fullscreen
if (GameSettings.IsFullscreen)
{
GameSettings.IsFullscreen = false;
ToggleFullscreen();
}
// set the fps settings of the game
UpdateFpsSettings();
#if WINDOWS
_windowForm.ResizeBegin += OnResizeBegin;
_windowForm.Resize += OnResize;
_windowForm.ResizeEnd += OnResizeEnd;
#endif
#if DEBUG
SaveCondition.TestCondition();
_mapTest = new MapTest();
_sequenceTester = new SequenceTester();
#endif
}
private void LoadContentThreaded(Object obj)
{
// load resources
Resources.LoadTextures(Graphics.GraphicsDevice, Content);
Resources.LoadSounds(Content);
GameManager.Load(Content);
GameObjectTemplates.SetUpGameObjects();
ScreenManager.Load(Content);
// load the language files
LanguageManager.Load();
UiPageManager.Load();
if (EditorMode)
SetUpEditorUi();
#if DEBUG
_dialogTester = new DialogTester();
#endif
_finishedLoading = true;
}
private void UpdateConsoleInput()
{
if (_consoleLine == null)
return;
// open file in map editor
if (_consoleLine.Contains(".map"))
{
SaveLoadMap.EditorLoadMap(_consoleLine, Game1.GameManager.MapManager.CurrentMap);
}
// open file in animation editor
else if (_consoleLine.Contains(".ani"))
{
var animationScreen = (AnimationScreen)ScreenManager.GetScreen(Values.ScreenNameEditorAnimation);
animationScreen.EditorLoadAnimation(_consoleLine);
}
// open file in sprite atlas editor
else if (_consoleLine.Contains(".png"))
{
var spriteAtlasScreen = (SpriteAtlasScreen)ScreenManager.GetScreen(Values.ScreenNameSpriteAtlasEditor);
spriteAtlasScreen.LoadSpriteEditor(_consoleLine);
}
_consoleLine = null;
}
protected override void Update(GameTime gameTime)
{
WasActive = IsActive;
// mute the music if the window is not focused
//if (!IsActive)
// GbsPlayer.SetVolumeMultiplier(0);
//else
// GbsPlayer.SetVolumeMultiplier(1);
UpdateConsoleInput();
// SetTransparency _fpsCounter counter
_fpsCounter.Update(gameTime);
// toggle fullscreen
if (InputHandler.KeyDown(Keys.LeftAlt) && InputHandler.KeyPressed(Keys.Enter))
{
ToggleFullscreen();
InputHandler.ResetInputState();
SettingsSaveLoad.SaveSettings();
}
if(_finishedLoading && !_initRenderTargets)
{
_initRenderTargets = true;
// @HACK to update the rendertargets
WindowWidth = 0;
WindowHeightEnd = 0;
}
// check if the window is resized
if (WindowWidth != Window.ClientBounds.Width ||
WindowHeight != Window.ClientBounds.Height)
OnResize();
UpdateRenderTargets();
if (FpsSettingChanged)
{
UpdateFpsSettings();
FpsSettingChanged = false;
}
if (ScaleSettingChanged)
{
ScaleSettingChanged = false;
OnUpdateScale();
}
ControlHandler.Update();
if (EditorMode && InputHandler.KeyPressed(Values.DebugToggleDebugText))
ShowDebugText = !ShowDebugText;
if (!DebugStepper)
{
TimeMultiplier = gameTime.ElapsedGameTime.Ticks / 166667f * DebugTimeScale;
TotalGameTimeLast = TotalGameTime;
// limit the game time so that it slows down if the steps are bigger than they would be for 30fps
// if the timesteps get too big it would be hard (wast of time) to make the logic still function 100% correctly
if (TimeMultiplier > 2.0f)
{
TimeMultiplier = 2.0f;
DeltaTime = (TimeMultiplier * 1000.0f) / 60.0f;
TotalTime += (TimeMultiplier * 1000.0) / 60.0;
DebugText += "\nLow Framerate";
if (UpdateGame)
TotalGameTime += (TimeMultiplier * 1000.0) / 60.0;
}
else
{
DeltaTime = (float)gameTime.ElapsedGameTime.TotalMilliseconds * DebugTimeScale;
TotalTime += gameTime.ElapsedGameTime.TotalMilliseconds * DebugTimeScale;
if (UpdateGame)
TotalGameTime += gameTime.ElapsedGameTime.TotalMilliseconds * DebugTimeScale;
}
}
if (_finishedLoading)
{
if (EditorMode)
{
// update the ui
// need to be at the first place to be able to block input from the screen
EditorUi.Update();
EditorUpdate(gameTime);
}
EditorUi.CurrentScreen = "";
// update the game ui
UiPageManager.Update(gameTime);
}
#if DEBUG
_mapTest.Update();
_sequenceTester.Update();
if (_finishedLoading)
_dialogTester.Update();
#endif
// update the screen manager
UpdateGame = true;
if (!DebugStepper || InputHandler.KeyPressed(Keys.M))
ScreenManager.Update(gameTime);
if (_finishedLoading)
{
DebugText += _fpsCounter.Msg;
_avgTotalMs.AddValue(gameTime.ElapsedGameTime.TotalMilliseconds);
_avgTimeMult.AddValue(TimeMultiplier);
DebugText += $"\ntotal ms: {_avgTotalMs.Average,6:N3}" +
$"\ntime mult: {_avgTimeMult.Average,6:N3}" +
$"\ntime scale: {DebugTimeScale}" +
$"\ntime: {TotalGameTime}";
DebugText += "\nHistory Enabled: " + GameManager.SaveManager.HistoryEnabled + "\n";
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
if (!_finishedLoading)
{
ScreenManager.Draw(SpriteBatch);
return;
}
_fpsCounter.CountDraw();
ScreenManager.DrawRT(SpriteBatch);
Graphics.GraphicsDevice.SetRenderTarget(MainRenderTarget);
GraphicsDevice.Clear(Color.CadetBlue);
// draw the current screen
ScreenManager.Draw(SpriteBatch);
BlurImage();
{
Graphics.GraphicsDevice.SetRenderTarget(null);
SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap);
//draw the original image
SpriteBatch.Draw(MainRenderTarget, new Rectangle(0, 0, MainRenderTarget.Width, MainRenderTarget.Height), Color.White);
SpriteBatch.End();
}
{
Resources.BlurEffect.Parameters["sprBlur"].SetValue(_renderTarget2);
Resources.RoundedCornerBlurEffect.Parameters["sprBlur"].SetValue(_renderTarget2);
SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.RoundedCornerBlurEffect, GetMatrix);
// blurred ui parts
EditorUi.DrawBlur(SpriteBatch);
// blured stuff
GameManager.InGameOverlay.InGameHud.DrawBlur(SpriteBatch);
// background for the debug text
DebugTextBackground();
SpriteBatch.End();
}
{
// draw the top part
SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, GetMatrix);
// draw the ui part
EditorUi.Draw(SpriteBatch);
// draw the game ui
UiPageManager.Draw(SpriteBatch);
// draw the screen tops
ScreenManager.DrawTop(SpriteBatch);
// draw the debug text
DrawDebugText();
DebugText = "";
#if DEBUG
if (GameManager.SaveManager.HistoryEnabled)
SpriteBatch.Draw(Resources.SprWhite, new Rectangle(0, WindowHeight - 6, WindowWidth, 6), Color.Red);
#endif
SpriteBatch.End();
}
base.Draw(gameTime);
}
private void BlurImage()
{
Resources.BlurEffectH.Parameters["pixelX"].SetValue(1.0f / _renderTarget1.Width);
Resources.BlurEffectV.Parameters["pixelY"].SetValue(1.0f / _renderTarget1.Height);
var mult0 = _blurValue;
var mult1 = (1 - _blurValue * 2) / 2;
Resources.BlurEffectH.Parameters["mult0"].SetValue(mult0);
Resources.BlurEffectH.Parameters["mult1"].SetValue(mult1);
Resources.BlurEffectV.Parameters["mult0"].SetValue(mult0);
Resources.BlurEffectV.Parameters["mult1"].SetValue(mult1);
// resize
Graphics.GraphicsDevice.SetRenderTarget(_renderTarget2);
SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, null, null);
SpriteBatch.Draw(MainRenderTarget, new Rectangle(0, 0, _renderTarget2.Width, _renderTarget2.Height), Color.White);
SpriteBatch.End();
for (var i = 0; i < 2; i++)
{
// v blur
Graphics.GraphicsDevice.SetRenderTarget(_renderTarget1);
SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BlurEffectV, null);
SpriteBatch.Draw(_renderTarget2, Vector2.Zero, Color.White);
SpriteBatch.End();
// h blur
Graphics.GraphicsDevice.SetRenderTarget(_renderTarget2);
SpriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BlurEffectH, null);
SpriteBatch.Draw(_renderTarget1, Vector2.Zero, Color.White);
SpriteBatch.End();
}
}
private void SetUpEditorUi()
{
var strScreen = $"{Values.EditorUiObjectEditor}:" +
$"{Values.EditorUiObjectSelection}:" +
$"{Values.EditorUiTileEditor}:" +
$"{Values.EditorUiTileSelection}:" +
$"{Values.EditorUiDigTileEditor}:" +
$"{Values.EditorUiMusicTileEditor}:" +
$"{Values.EditorUiTileExtractor}:" +
$"{Values.EditorUiTilesetEditor}:" +
$"{Values.EditorUiAnimation}:" +
$"{Values.EditorUiSpriteAtlas}";
EditorUi.AddElement(new UiRectangle(new Rectangle(0, 0, WindowWidth, Values.ToolBarHeight),
"top", strScreen, Values.ColorBackgroundDark, Color.White,
ui => { ui.Rectangle = new Rectangle(0, 0, WindowWidth, Values.ToolBarHeight); }));
var pos = 0;
EditorUi.AddElement(new UiButton(new Rectangle(0, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
"Editor", "bt1", strScreen,
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameEditor; },
element => { ScreenManager.ChangeScreen(Values.ScreenNameEditor); }));
EditorUi.AddElement(new UiButton(new Rectangle(pos += 205, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
"Tileset Editor", "bt1", strScreen,
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameEditorTileset; },
element => { ScreenManager.ChangeScreen(Values.ScreenNameEditorTileset); }));
EditorUi.AddElement(new UiButton(new Rectangle(pos += 205, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
"Tileset Extractor", "bt1", strScreen,
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameEditorTilesetExtractor; },
element => { ScreenManager.ChangeScreen(Values.ScreenNameEditorTilesetExtractor); }));
EditorUi.AddElement(new UiButton(new Rectangle(pos += 205, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
"Animation Editor", "bt1", strScreen,
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameEditorAnimation; },
element => { ScreenManager.ChangeScreen(Values.ScreenNameEditorAnimation); }));
EditorUi.AddElement(new UiButton(new Rectangle(pos += 205, 0, 200, Values.ToolBarHeight), Resources.EditorFont,
"Sprite Atlas Editor", "bt1", strScreen,
ui => { ((UiButton)ui).Marked = ScreenManager.CurrentScreenId == Values.ScreenNameSpriteAtlasEditor; },
element => { ScreenManager.ChangeScreen(Values.ScreenNameSpriteAtlasEditor); }));
}
private void EditorUpdate(GameTime gameTime)
{
if (InputHandler.KeyPressed(Keys.N))
DebugStepper = !DebugStepper;
if (ScreenManager.CurrentScreenId != Values.ScreenNameGame)
DebugStepper = false;
// debug step
if (DebugStepper && InputHandler.KeyPressed(Keys.M))
{
TimeMultiplier = TargetElapsedTime.Ticks / 166667f;
DeltaTime = (float)TargetElapsedTime.TotalMilliseconds;
TotalGameTimeLast = TotalTime;
TotalTime += TargetElapsedTime.Milliseconds;
TotalGameTime += TargetElapsedTime.Milliseconds;
}
// reload all objects
if (InputHandler.KeyPressed(Keys.Q))
GameManager.MapManager.ReloadMap();
// slow down or speed up the game
if (InputHandler.KeyPressed(Keys.Add))
DebugTimeScale += 0.125f;
if (InputHandler.KeyPressed(Keys.Subtract) && DebugTimeScale > 0)
DebugTimeScale -= 0.125f;
if (InputHandler.KeyPressed(Values.DebugShadowKey))
GameSettings.EnableShadows = !GameSettings.EnableShadows;
if (ScreenManager.CurrentScreenId != Values.ScreenNameEditor &&
ScreenManager.CurrentScreenId != Values.ScreenNameEditorTileset &&
ScreenManager.CurrentScreenId != Values.ScreenNameEditorTilesetExtractor &&
ScreenManager.CurrentScreenId != Values.ScreenNameEditorAnimation &&
ScreenManager.CurrentScreenId != Values.ScreenNameSpriteAtlasEditor)
{
if (InputHandler.KeyPressed(Keys.D0))
TriggerFpsSettings();
if (InputHandler.KeyPressed(Keys.D1))
{
_currentFrameTimeIndex--;
if (_currentFrameTimeIndex < 0)
_currentFrameTimeIndex = _debugFrameTimes.Length - 1;
TargetElapsedTime = new TimeSpan((long)Math.Ceiling(_debugFrameTimes[_currentFrameTimeIndex] * 10000));
}
if (InputHandler.KeyPressed(Keys.D2))
{
_currentFrameTimeIndex = (_currentFrameTimeIndex + 1) % _debugFrameTimes.Length;
TargetElapsedTime = new TimeSpan((long)Math.Ceiling(_debugFrameTimes[_currentFrameTimeIndex] * 10000));
}
}
if (InputHandler.KeyPressed(Keys.Escape) || InputHandler.KeyPressed(Keys.OemPeriod))
{
// open the editor
if (ScreenManager.CurrentScreenId != Values.ScreenNameEditor &&
ScreenManager.CurrentScreenId != Values.ScreenNameEditorTileset &&
ScreenManager.CurrentScreenId != Values.ScreenNameEditorTilesetExtractor &&
ScreenManager.CurrentScreenId != Values.ScreenNameEditorAnimation &&
ScreenManager.CurrentScreenId != Values.ScreenNameSpriteAtlasEditor)
{
UiPageManager.PopAllPages(PageManager.TransitionAnimation.TopToBottom, PageManager.TransitionAnimation.TopToBottom);
_lastGameScreen = ScreenManager.CurrentScreenId;
ScreenManager.ChangeScreen(_lastEditorScreen);
}
// go back to the game
else
{
_lastEditorScreen = ScreenManager.CurrentScreenId;
ScreenManager.ChangeScreen(_lastGameScreen);
// set the player position
var editorScreen = (MapEditorScreen)ScreenManager.GetScreen(Values.ScreenNameEditor);
if (_lastEditorScreen == Values.ScreenNameEditor)
MapManager.ObjLink.SetPosition(new Vector2(
editorScreen.MousePixelPosition.X,
editorScreen.MousePixelPosition.Y));
}
}
if (InputHandler.KeyPressed(Values.DebugToggleDebugModeKey))
DebugMode = !DebugMode;
if (InputHandler.KeyPressed(Values.DebugBox))
DebugBoxMode = (DebugBoxMode + 1) % 6;
// save/load
if (InputHandler.KeyPressed(Values.DebugSaveKey))
{
MapManager.ObjLink.SaveMap = GameManager.MapManager.CurrentMap.MapName;
MapManager.ObjLink.SavePosition = MapManager.ObjLink.EntityPosition.Position;
MapManager.ObjLink.SaveDirection = MapManager.ObjLink.Direction;
SaveGameSaveLoad.SaveGame(GameManager);
GameManager.InGameOverlay.InGameHud.ShowSaveIcon();
}
if (InputHandler.KeyPressed(Values.DebugLoadKey))
GameManager.LoadSaveFile(GameManager.SaveSlot);
// save the debug log to the clipboard
if (InputHandler.KeyDown(Keys.H))
_debugLog += "\n" + DebugText;
#if WINDOWS
else if (InputHandler.KeyReleased(Keys.H))
Forms.Clipboard.SetText(_debugLog);
#endif
}
private void TriggerFpsSettings()
{
if (!IsFixedTimeStep)
{
IsFixedTimeStep = true;
Graphics.SynchronizeWithVerticalRetrace = false;
}
else
{
IsFixedTimeStep = false;
Graphics.SynchronizeWithVerticalRetrace = true;
}
Graphics.ApplyChanges();
}
public static void SwitchFullscreenWindowedSetting()
{
// switch from hardware fullscreen to borderless windows
if (!GameSettings.BorderlessWindowed && Graphics.IsFullScreen ||
GameSettings.BorderlessWindowed && _isFullscreen)
{
ToggleFullscreen();
GameSettings.BorderlessWindowed = !GameSettings.BorderlessWindowed;
ToggleFullscreen();
}
else
{
GameSettings.BorderlessWindowed = !GameSettings.BorderlessWindowed;
}
}
public static void ToggleFullscreen()
{
#if WINDOWS
GameSettings.IsFullscreen = !GameSettings.IsFullscreen;
var screenBounds = System.Windows.Forms.Screen.GetBounds(_windowForm);
if (!GameSettings.BorderlessWindowed)
{
if (!Graphics.IsFullScreen)
{
_lastWindowWidth = Graphics.PreferredBackBufferWidth;
_lastWindowHeight = Graphics.PreferredBackBufferHeight;
_lastWindowRestoreBounds = _windowForm.RestoreBounds;
Graphics.PreferredBackBufferWidth = screenBounds.Width;
Graphics.PreferredBackBufferHeight = screenBounds.Height;
_lastWindowState = _windowForm.WindowState;
}
else
{
if (_lastWindowState != Forms.FormWindowState.Maximized)
{
Graphics.PreferredBackBufferWidth = _lastWindowWidth;
Graphics.PreferredBackBufferHeight = _lastWindowHeight;
}
}
Graphics.ToggleFullScreen();
if (_lastWindowState == Forms.FormWindowState.Maximized)
{
// restore the window size of the normal sized window
_windowForm.Bounds = _lastWindowRestoreBounds;
_windowForm.WindowState = _lastWindowState;
}
}
else
{
_isFullscreen = !_isFullscreen;
// change to fullscreen
if (_isFullscreen)
{
_lastWindowState = _windowForm.WindowState;
_lastWindowBounds = _windowForm.Bounds;
_windowForm.FormBorderStyle = Forms.FormBorderStyle.None;
_windowForm.WindowState = Forms.FormWindowState.Normal;
_windowForm.Bounds = screenBounds;
}
else
{
_windowForm.FormBorderStyle = Forms.FormBorderStyle.Sizable;
if (_lastWindowState == Forms.FormWindowState.Maximized)
{
// this is set to not loose the old state because fullscreen and windowed are both using the "Normal" state
_windowForm.Bounds = _lastWindowRestoreBounds;
_windowForm.WindowState = _lastWindowState;
}
else
{
_windowForm.WindowState = _lastWindowState;
_windowForm.Bounds = _lastWindowBounds;
}
}
}
#endif
}
public void DebugTextBackground()
{
if (!ShowDebugText)
return;
_debugTextSize = Resources.GameFont.MeasureString(DebugText);
// draw the background
SpriteBatch.Draw(_renderTarget2, new Rectangle(0, 0,
(int)(_debugTextSize.X * 2) + 20, (int)(_debugTextSize.Y * 2) + 20), Color.White);
}
public void DrawDebugText()
{
if (!ShowDebugText)
return;
SpriteBatch.Draw(Resources.SprWhite, new Rectangle(0, 0,
(int)(_debugTextSize.X * 2) + 20, (int)(_debugTextSize.Y * 2) + 20), Color.Black * 0.75f);
SpriteBatch.DrawString(Resources.GameFont, DebugText, new Vector2(10), Color.White,
0, Vector2.Zero, new Vector2(2f), SpriteEffects.None, 0);
}
public void UpdateFpsSettings()
{
IsFixedTimeStep = false;
Graphics.SynchronizeWithVerticalRetrace = GameSettings.LockFps;
Graphics.ApplyChanges();
}
private void OnResizeBegin(object? sender, EventArgs e)
{
_isResizing = true;
gameScaleStart = gameScale;
}
private void OnResize(object? sender, EventArgs e)
{
#if WINDOWS
// save the restore bounds when going into borderless fullscreen mode from an maximized state
if (_isFullscreen && _windowForm.WindowState == Forms.FormWindowState.Maximized)
_lastWindowRestoreBounds = _windowForm.RestoreBounds;
// minimize the fullscreen window
if (!GameSettings.BorderlessWindowed && Graphics.IsFullScreen && _windowForm.WindowState == Forms.FormWindowState.Minimized && !_wasMinimized)
{
_wasMinimized = true;
Graphics.ToggleFullScreen();
_windowForm.WindowState = Forms.FormWindowState.Minimized;
}
// reopen the fullscreen window
if (!GameSettings.BorderlessWindowed && _windowForm.WindowState == Forms.FormWindowState.Normal && _wasMinimized)
{
_wasMinimized = false;
ToggleFullscreen();
}
#endif
}
private void OnResizeEnd(object? sender, EventArgs e)
{
_isResizing = false;
gameScaleStart = gameScale;
}
private void OnResize()
{
if (Window.ClientBounds.Width <= 0 &&
Window.ClientBounds.Height <= 0)
return;
WindowWidth = Window.ClientBounds.Width;
WindowHeight = Window.ClientBounds.Height;
OnUpdateScale();
}
private void OnUpdateScale()
{
// scale of the game
ScreenScale = MathHelper.Clamp(Math.Min(WindowWidth / Values.MinWidth, WindowHeight / Values.MinHeight), 1, 25);
// float scale
gameScale = MathHelper.Clamp(Math.Min(WindowWidth / (float)Values.MinWidth, WindowHeight / (float)Values.MinHeight), 1, 25);
// autoscale or size set in the menu
MapManager.Camera.Scale = GameSettings.GameScale == 11 ? MathF.Ceiling(gameScale) : GameSettings.GameScale;
if (MapManager.Camera.Scale < 1)
{
MapManager.Camera.Scale = 1 / (2 - MapManager.Camera.Scale);
GameManager.SetGameScale(1);
}
else
{
GameManager.SetGameScale(GameSettings.GameScale == 11 ? gameScale : GameSettings.GameScale);
}
UiScale = GameSettings.UiScale == 0 ? ScreenScale : MathHelper.Clamp(GameSettings.UiScale, 1, ScreenScale);
// update the ui manager
EditorUi.SizeChanged();
ScreenManager.OnResize(WindowWidth, WindowHeight);
}
private void UpdateRenderTargets()
{
if (_isResizing ||
WindowWidthEnd == WindowWidth && WindowHeightEnd == WindowHeight)
return;
UiRtScale = UiScale;
WindowWidthEnd = WindowWidth;
WindowHeightEnd = WindowHeight;
UpdateRenderTargetSizes(WindowWidth, WindowHeight);
ScreenManager.OnResizeEnd(WindowWidth, WindowHeight);
}
private void UpdateRenderTargetSizes(int width, int height)
{
// @TODO: width must be bigger than 0
MainRenderTarget?.Dispose();
MainRenderTarget = new RenderTarget2D(Graphics.GraphicsDevice, width, height);
Resources.BlurEffect.Parameters["width"].SetValue(width);
Resources.BlurEffect.Parameters["height"].SetValue(height);
Resources.RoundedCornerBlurEffect.Parameters["textureWidth"].SetValue(width);
Resources.RoundedCornerBlurEffect.Parameters["textureHeight"].SetValue(height);
// update the blur rendertargets
var blurScale = MathHelper.Clamp(MapManager.Camera.Scale / 2, 1, 10);
var blurRtWidth = (int)(width / blurScale);
var blurRtHeight = (int)(height / blurScale);
_renderTarget1?.Dispose();
_renderTarget2?.Dispose();
_renderTarget1 = new RenderTarget2D(Graphics.GraphicsDevice, blurRtWidth, blurRtHeight);
_renderTarget2 = new RenderTarget2D(Graphics.GraphicsDevice, blurRtWidth, blurRtHeight);
}
}
}