switch test GameApp to use BasicGameApp and game states/processes instead

This commit is contained in:
Gered 2013-08-24 18:27:03 -04:00
parent 5b45f2c71e
commit 03a71a52ab
4 changed files with 108 additions and 95 deletions

View file

@ -0,0 +1,41 @@
using System;
using System.Text;
using Blarg.GameFramework;
using Blarg.GameFramework.Events;
using Blarg.GameFramework.Graphics;
using Blarg.GameFramework.Processes;
using Blarg.GameFramework.Support;
namespace Game
{
public class DebugInfoProcess : GameProcess
{
StringBuilder _sb = new StringBuilder(1024);
SpriteBatch _spriteBatch;
public DebugInfoProcess(ProcessManager processManager, EventManager eventManager)
: base(processManager, eventManager)
{
_spriteBatch = Framework.Services.Get<SpriteBatch>();
}
public override void OnRender(float delta)
{
base.OnRender(delta);
long gcmem = GC.GetTotalMemory(false);
_sb.Clear();
_sb.Append("GC Mem Usage: ").AppendNumber((int)gcmem).Append('\n');
_sb.Append("FPS: ").AppendNumber(Framework.Application.FPS);
_sb.Append(", ").AppendNumber(Framework.Application.FrameTime).Append(" ms");
_sb.Append(", RT: ").AppendNumber(Framework.Application.RenderTime).Append(" (").AppendNumber(Framework.Application.RendersPerSecond).Append(")");
_sb.Append(", UT: ").AppendNumber(Framework.Application.UpdateTime).Append(" (").AppendNumber(Framework.Application.UpdatesPerSecond).Append(")");
_sb.Append(", RD: ").AppendNumber(delta);
_spriteBatch.Begin();
_spriteBatch.Render(Framework.GraphicsDevice.SansSerifFont, 10, 10, Color.White, _sb);
_spriteBatch.End();
}
}
}

View file

@ -42,6 +42,8 @@
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="GameApp.cs" />
<Compile Include="TestGameState.cs" />
<Compile Include="DebugInfoProcess.cs" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\Portable\$(TargetFrameworkVersion)\Microsoft.Portable.CSharp.targets" />
<ItemGroup>

View file

@ -8,103 +8,12 @@ using Blarg.GameFramework.Support;
namespace Game
{
public class GameApp : IGameApp
public class GameApp : BasicGameApp
{
FlatWireframeGrid _grid;
FreeMovementCamera _camera;
SpriteBatch _spriteBatch;
StringBuilder _sb = new StringBuilder(1024);
public GameApp()
{
}
public void OnInit()
{
}
public void OnShutdown()
{
}
public void OnAppGainFocus()
{
}
public void OnAppLostFocus()
{
}
public void OnAppPause()
{
}
public void OnAppResume()
{
}
public void OnLoad()
{
_camera = new FreeMovementCamera(Framework.GraphicsDevice.ViewContext);
_camera.Position = new Vector3(0.0f, 5.0f, 0.0f);
Framework.GraphicsDevice.ViewContext.Camera = _camera;
_grid = new FlatWireframeGrid(Framework.GraphicsDevice, 32, 32);
_spriteBatch = new SpriteBatch(Framework.GraphicsDevice);
}
public void OnUnload()
{
Framework.GraphicsDevice.ViewContext.Camera = null;
}
public void OnLostContext()
{
}
public void OnNewContext()
{
}
public void OnRender(float delta)
{
Framework.GraphicsDevice.Clear(0.25f, 0.5f, 1.0f, 1.0f);
var shader = Framework.GraphicsDevice.SimpleColorShader;
Framework.GraphicsDevice.BindShader(shader);
shader.SetModelViewMatrix(Framework.GraphicsDevice.ViewContext.ModelViewMatrix);
shader.SetProjectionMatrix(Framework.GraphicsDevice.ViewContext.ProjectionMatrix);
_grid.Render();
Framework.GraphicsDevice.UnbindShader();
long gcmem = GC.GetTotalMemory(false);
_sb.Clear();
_sb.Append("GC Mem Usage: ").AppendNumber((int)gcmem).Append('\n')
.Append("FPS: ").AppendNumber(Framework.Application.FPS)
.Append(", ").AppendNumber(Framework.Application.FrameTime).Append(" ms")
.Append(", RT: ").AppendNumber(Framework.Application.RenderTime).Append(" (").AppendNumber(Framework.Application.RendersPerSecond).Append(")")
.Append(", UT: ").AppendNumber(Framework.Application.UpdateTime).Append(" (").AppendNumber(Framework.Application.UpdatesPerSecond).Append(")")
.Append(", RD: ").AppendNumber(delta);
_spriteBatch.Begin();
_spriteBatch.Render(Framework.GraphicsDevice.SansSerifFont, 10, 10, Color.White, _sb);
_spriteBatch.End();
}
public void OnResize(ScreenOrientation orientation, Rect size)
{
}
public void OnUpdate(float delta)
{
if (Framework.Keyboard.IsPressed(Blarg.GameFramework.Input.Key.Escape))
Framework.Application.Quit();
_camera.OnUpdate(delta);
}
public void Dispose()
public override void OnLoad()
{
base.OnLoad();
StateManager.Push<TestGameState>();
}
}
}

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@ -0,0 +1,61 @@
using System;
using Blarg.GameFramework;
using Blarg.GameFramework.Events;
using Blarg.GameFramework.Graphics;
using Blarg.GameFramework.Graphics.Helpers;
using Blarg.GameFramework.Graphics.ScreenEffects;
using Blarg.GameFramework.States;
using Blarg.GameFramework.Support;
namespace Game
{
public class TestGameState : GameState
{
FlatWireframeGrid _grid;
FreeMovementCamera _camera;
public TestGameState(StateManager stateManager, EventManager eventManager)
: base(stateManager, eventManager)
{
}
public override void OnPush()
{
_camera = new FreeMovementCamera(Framework.GraphicsDevice.ViewContext);
_camera.Position = new Vector3(0.0f, 5.0f, 0.0f);
Framework.GraphicsDevice.ViewContext.Camera = _camera;
_grid = new FlatWireframeGrid(Framework.GraphicsDevice, 32, 32);
ProcessManager.Add<DebugInfoProcess>();
}
public override void OnPop()
{
Framework.GraphicsDevice.ViewContext.Camera = null;
}
public override void OnRender(float delta)
{
Framework.GraphicsDevice.Clear(0.25f, 0.5f, 1.0f, 1.0f);
var shader = Framework.GraphicsDevice.SimpleColorShader;
Framework.GraphicsDevice.BindShader(shader);
shader.SetModelViewMatrix(Framework.GraphicsDevice.ViewContext.ModelViewMatrix);
shader.SetProjectionMatrix(Framework.GraphicsDevice.ViewContext.ProjectionMatrix);
_grid.Render();
Framework.GraphicsDevice.UnbindShader();
base.OnRender(delta);
}
public override void OnUpdate(float delta)
{
base.OnUpdate(delta);
if (Framework.Keyboard.IsPressed(Blarg.GameFramework.Input.Key.Escape))
Framework.Application.Quit();
_camera.OnUpdate(delta);
}
}
}