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GamePlatform.cs
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GamePlatform.cs
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// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
namespace Microsoft.Xna.Framework
{
abstract partial class GamePlatform : IDisposable
{
#region Fields
protected TimeSpan _inactiveSleepTime = TimeSpan.FromMilliseconds(20.0);
protected bool _needsToResetElapsedTime = false;
bool disposed;
protected bool _alreadyInFullScreenMode = false;
protected bool _alreadyInWindowedMode = false;
protected bool IsDisposed { get { return disposed; } }
#endregion
#region Construction/Destruction
protected GamePlatform(Game game)
{
if (game == null)
throw new ArgumentNullException("game");
Game = game;
}
~GamePlatform()
{
Dispose(false);
}
#endregion Construction/Destruction
#region Public Properties
/// <summary>
/// When implemented in a derived class, reports the default
/// GameRunBehavior for this platform.
/// </summary>
public abstract GameRunBehavior DefaultRunBehavior { get; }
/// <summary>
/// Gets the Game instance that owns this GamePlatform instance.
/// </summary>
public Game Game
{
get; private set;
}
private bool _isActive;
public bool IsActive
{
get { return _isActive; }
internal set
{
if (_isActive != value)
{
_isActive = value;
Raise(_isActive ? Activated : Deactivated, EventArgs.Empty);
}
}
}
private bool _isMouseVisible;
public bool IsMouseVisible
{
get { return _isMouseVisible; }
set
{
if (_isMouseVisible != value)
{
_isMouseVisible = value;
OnIsMouseVisibleChanged();
}
}
}
private GameWindow _window;
public GameWindow Window
{
get { return _window; }
protected set
{
if (_window == null)
{
Mouse.PrimaryWindow = value;
TouchPanel.PrimaryWindow = value;
}
_window = value;
}
}
#endregion
#region Events
public event EventHandler<EventArgs> AsyncRunLoopEnded;
public event EventHandler<EventArgs> Activated;
public event EventHandler<EventArgs> Deactivated;
private void Raise<TEventArgs>(EventHandler<TEventArgs> handler, TEventArgs e)
where TEventArgs : EventArgs
{
if (handler != null)
handler(this, e);
}
/// <summary>
/// Raises the AsyncRunLoopEnded event. This method must be called by
/// derived classes when the asynchronous run loop they start has
/// stopped running.
/// </summary>
protected void RaiseAsyncRunLoopEnded()
{
Raise(AsyncRunLoopEnded, EventArgs.Empty);
}
#endregion Events
#region Methods
/// <summary>
/// Gives derived classes an opportunity to do work before any
/// components are initialized. Note that the base implementation sets
/// IsActive to true, so derived classes should either call the base
/// implementation or set IsActive to true by their own means.
/// </summary>
public virtual void BeforeInitialize()
{
IsActive = true;
if (this.Game.GraphicsDevice == null)
{
var graphicsDeviceManager = Game.Services.GetService(typeof(IGraphicsDeviceManager)) as IGraphicsDeviceManager;
graphicsDeviceManager.CreateDevice();
}
}
/// <summary>
/// Gives derived classes an opportunity to do work just before the
/// run loop is begun. Implementations may also return false to prevent
/// the run loop from starting.
/// </summary>
/// <returns></returns>
public virtual bool BeforeRun()
{
return true;
}
/// <summary>
/// When implemented in a derived, ends the active run loop.
/// </summary>
public abstract void Exit();
/// <summary>
/// When implemented in a derived, starts the run loop and blocks
/// until it has ended.
/// </summary>
public abstract void RunLoop();
/// <summary>
/// When implemented in a derived, starts the run loop and returns
/// immediately.
/// </summary>
public abstract void StartRunLoop();
/// <summary>
/// Gives derived classes an opportunity to do work just before Update
/// is called for all IUpdatable components. Returning false from this
/// method will result in this round of Update calls being skipped.
/// </summary>
/// <param name="gameTime"></param>
/// <returns></returns>
public abstract bool BeforeUpdate(GameTime gameTime);
/// <summary>
/// Gives derived classes an opportunity to do work just before Draw
/// is called for all IDrawable components. Returning false from this
/// method will result in this round of Draw calls being skipped.
/// </summary>
/// <param name="gameTime"></param>
/// <returns></returns>
public abstract bool BeforeDraw(GameTime gameTime);
/// <summary>
/// When implemented in a derived class, causes the game to enter
/// full-screen mode.
/// </summary>
public abstract void EnterFullScreen();
/// <summary>
/// When implemented in a derived class, causes the game to exit
/// full-screen mode.
/// </summary>
public abstract void ExitFullScreen();
/// <summary>
/// Gives derived classes an opportunity to modify
/// Game.TargetElapsedTime before it is set.
/// </summary>
/// <param name="value">The proposed new value of TargetElapsedTime.</param>
/// <returns>The new value of TargetElapsedTime that will be set.</returns>
public virtual TimeSpan TargetElapsedTimeChanging(TimeSpan value)
{
return value;
}
/// <summary>
/// Starts a device transition (windowed to full screen or vice versa).
/// </summary>
/// <param name='willBeFullScreen'>
/// Specifies whether the device will be in full-screen mode upon completion of the change.
/// </param>
public abstract void BeginScreenDeviceChange (
bool willBeFullScreen
);
/// <summary>
/// Completes a device transition.
/// </summary>
/// <param name='screenDeviceName'>
/// Screen device name.
/// </param>
/// <param name='clientWidth'>
/// The new width of the game's client window.
/// </param>
/// <param name='clientHeight'>
/// The new height of the game's client window.
/// </param>
public abstract void EndScreenDeviceChange (
string screenDeviceName,
int clientWidth,
int clientHeight
);
/// <summary>
/// Gives derived classes an opportunity to take action after
/// Game.TargetElapsedTime has been set.
/// </summary>
public virtual void TargetElapsedTimeChanged() {}
/// <summary>
/// MSDN: Use this method if your game is recovering from a slow-running state, and ElapsedGameTime is too large to be useful.
/// Frame timing is generally handled by the Game class, but some platforms still handle it elsewhere. Once all platforms
/// rely on the Game class's functionality, this method and any overrides should be removed.
/// </summary>
public virtual void ResetElapsedTime() {}
public virtual void Present() { }
protected virtual void OnIsMouseVisibleChanged() {}
#endregion Methods
#region IDisposable implementation
/// <summary>
/// Performs application-defined tasks associated with freeing,
/// releasing, or resetting unmanaged resources.
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (!disposed)
{
Mouse.PrimaryWindow = null;
TouchPanel.PrimaryWindow = null;
disposed = true;
}
}
/// <summary>
/// Log the specified Message.
/// </summary>
/// <param name='Message'>
///
/// </param>
[System.Diagnostics.Conditional("DEBUG")]
public virtual void Log(string Message) {}
#endregion
}
}