rename Platform to Framework
This commit is contained in:
parent
dd609aa7ee
commit
2aff66eac9
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@ -46,7 +46,7 @@ namespace Blarg.GameFramework
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get { return _os; }
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}
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public override PlatformType Type
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public override PlatformType PlatformType
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{
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get { return PlatformType.Desktop; }
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}
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@ -145,7 +145,7 @@ namespace Blarg.GameFramework
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return;
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}
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Platform.Set(this);
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Framework.Set(this);
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OnInit();
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OnNewContext();
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@ -17,7 +17,7 @@ namespace Blarg.GameFramework
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protected IGameApp GameApp { get; set; }
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public abstract PlatformOS OperatingSystem { get; }
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public abstract PlatformType Type { get; }
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public abstract PlatformType PlatformType { get; }
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public abstract ILogger Logger { get; }
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public ServiceContainer Services { get; private set; }
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@ -138,12 +138,12 @@ namespace Blarg.GameFramework
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{
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GameApp.OnUpdate(delta);
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if (Platform.Keyboard != null)
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Platform.Keyboard.OnPostUpdate(delta);
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if (Platform.Mouse != null)
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Platform.Mouse.OnPostUpdate(delta);
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if (Platform.TouchScreen != null)
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Platform.TouchScreen.OnPostUpdate(delta);
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if (Framework.Keyboard != null)
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Framework.Keyboard.OnPostUpdate(delta);
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if (Framework.Mouse != null)
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Framework.Mouse.OnPostUpdate(delta);
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if (Framework.TouchScreen != null)
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Framework.TouchScreen.OnPostUpdate(delta);
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}
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#region Disposable
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@ -77,7 +77,6 @@
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<Compile Include="Math\Transformation.cs" />
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<Compile Include="Math\SweptEllipsoidCollisionPacket.cs" />
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<Compile Include="Math\IntersectionTester.cs" />
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<Compile Include="Platform.cs" />
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<Compile Include="ILogger.cs" />
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<Compile Include="Graphics\Color.cs" />
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<Compile Include="Graphics\Image.cs" />
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@ -166,6 +165,7 @@
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<Compile Include="Processes\GameProcess.cs" />
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<Compile Include="Processes\ProcessManager.cs" />
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<Compile Include="Processes\ProcessInfo.cs" />
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<Compile Include="Framework.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildExtensionsPath32)\Microsoft\Portable\$(TargetFrameworkVersion)\Microsoft.Portable.CSharp.targets" />
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<ItemGroup>
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@ -49,7 +49,7 @@ namespace Blarg.GameFramework.Events
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throw new InvalidOperationException("Duplicate event listener registration.");
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listenerTable.Add(listener);
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Platform.Logger.Debug("EventManager", "Added {0} as a listener for event type {1}", listener.GetType().Name, type.Name);
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Framework.Logger.Debug("EventManager", "Added {0} as a listener for event type {1}", listener.GetType().Name, type.Name);
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// also update the list of currently registered event types
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_typeList.Add(type);
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@ -72,7 +72,7 @@ namespace Blarg.GameFramework.Events
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if (listenersForType.Contains(listener))
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{
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listenersForType.Remove(listener);
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Platform.Logger.Debug("EventManager", "Removed {0} as a listener for event type {1}", listener.GetType().Name, type.Name);
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Framework.Logger.Debug("EventManager", "Removed {0} as a listener for event type {1}", listener.GetType().Name, type.Name);
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// if there are no more listeners for this type, remove the type
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// from the list of registered event types
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@ -20,7 +20,7 @@ namespace Blarg.GameFramework
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Desktop
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}
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public static class Platform
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public static class Framework
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{
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public static IApplication Application { get; private set; }
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@ -29,9 +29,9 @@ namespace Blarg.GameFramework
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get { return Application.OperatingSystem; }
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}
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public static PlatformType Type
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public static PlatformType PlatformType
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{
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get { return Application.Type; }
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get { return Application.PlatformType; }
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}
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public static ILogger Logger
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@ -106,7 +106,7 @@ namespace Blarg.GameFramework.Graphics
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var usage = GLUsageHint;
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var target = GLTarget;
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Platform.GraphicsDevice.GL.glBindBuffer(target, ID);
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Framework.GraphicsDevice.GL.glBindBuffer(target, ID);
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if (SizeInBytes != currentSizeInBytes)
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{
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@ -115,7 +115,7 @@ namespace Blarg.GameFramework.Graphics
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SizeInBytes = currentSizeInBytes;
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// and then allocate + update
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Platform.GraphicsDevice.GL.glBufferData<T>(target, SizeInBytes, Data, usage);
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Framework.GraphicsDevice.GL.glBufferData<T>(target, SizeInBytes, Data, usage);
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}
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else
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{
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@ -124,18 +124,18 @@ namespace Blarg.GameFramework.Graphics
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// previous contents allowing it to do some extra optimizations which is
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// fine since our glBufferSubData call is going to completely replace
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// the contents anyway
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Platform.GraphicsDevice.GL.glBufferData(target, SizeInBytes, IntPtr.Zero, usage);
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Platform.GraphicsDevice.GL.glBufferSubData<T>(target, 0, SizeInBytes, Data);
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Framework.GraphicsDevice.GL.glBufferData(target, SizeInBytes, IntPtr.Zero, usage);
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Framework.GraphicsDevice.GL.glBufferSubData<T>(target, 0, SizeInBytes, Data);
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}
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Platform.GraphicsDevice.GL.glBindBuffer(target, 0);
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Framework.GraphicsDevice.GL.glBindBuffer(target, 0);
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IsDirty = false;
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}
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protected void CreateBufferObject()
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{
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ID = Platform.GraphicsDevice.GL.glGenBuffers();
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ID = Framework.GraphicsDevice.GL.glGenBuffers();
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SizeBufferObject();
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@ -148,7 +148,7 @@ namespace Blarg.GameFramework.Graphics
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if (IsInvalidated)
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throw new InvalidOperationException();
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Platform.GraphicsDevice.GL.glDeleteBuffers(ID);
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Framework.GraphicsDevice.GL.glDeleteBuffers(ID);
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ID = -1;
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IsClientSide = true;
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@ -171,9 +171,9 @@ namespace Blarg.GameFramework.Graphics
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SizeInBytes = NumElements * ElementWidthInBytes;
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// resize the buffer object without initializing it's data
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Platform.GraphicsDevice.GL.glBindBuffer(target, ID);
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Platform.GraphicsDevice.GL.glBufferData(target, SizeInBytes, IntPtr.Zero, usage);
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Platform.GraphicsDevice.GL.glBindBuffer(target, 0);
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Framework.GraphicsDevice.GL.glBindBuffer(target, ID);
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Framework.GraphicsDevice.GL.glBufferData(target, SizeInBytes, IntPtr.Zero, usage);
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Framework.GraphicsDevice.GL.glBindBuffer(target, 0);
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IsDirty = true;
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}
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@ -426,7 +426,7 @@ namespace Blarg.GameFramework.Graphics
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// TODO: check that the check for GraphicsDevice.ViewContext != _attachedViewContext is actually needed
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if (_attachedViewContext != null && GraphicsDevice.ViewContext != _attachedViewContext)
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{
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Rect r = Platform.Application.Window.ClientRectangle;
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Rect r = Framework.Application.Window.ClientRectangle;
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_attachedViewContext.OnResize(ref r, GraphicsDevice.ScreenOrientation);
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}
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@ -69,7 +69,7 @@ namespace Blarg.GameFramework.Graphics
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else
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_activeViewContext = value;
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Rect r = Platform.Application.Window.ClientRectangle;
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Rect r = Framework.Application.Window.ClientRectangle;
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_activeViewContext.OnApply(ref r, ScreenOrientation);
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}
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}
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@ -115,13 +115,13 @@ namespace Blarg.GameFramework.Graphics
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string extensions = GL.glGetString(GL20.GL_EXTENSIONS);
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string shadingLangVersion = GL.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION);
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Platform.Logger.Info(LOG_TAG, "GL_VENDOR = {0}", vendor);
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Platform.Logger.Info(LOG_TAG, "GL_RENDERER = {0}", renderer);
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Platform.Logger.Info(LOG_TAG, "GL_VERSION = {0}", version);
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Platform.Logger.Info(LOG_TAG, "GL_EXTENSIONS = {0}", extensions);
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Platform.Logger.Info(LOG_TAG, "GL_SHADING_LANGUAGE_VERSION = {0}", shadingLangVersion);
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Framework.Logger.Info(LOG_TAG, "GL_VENDOR = {0}", vendor);
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Framework.Logger.Info(LOG_TAG, "GL_RENDERER = {0}", renderer);
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Framework.Logger.Info(LOG_TAG, "GL_VERSION = {0}", version);
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Framework.Logger.Info(LOG_TAG, "GL_EXTENSIONS = {0}", extensions);
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Framework.Logger.Info(LOG_TAG, "GL_SHADING_LANGUAGE_VERSION = {0}", shadingLangVersion);
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if (Platform.Type == PlatformType.Mobile)
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if (Framework.PlatformType == PlatformType.Mobile)
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{
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IsNonPowerOfTwoTextureSupported = extensions.Contains("OES_texture_npot");
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IsDepthTextureSupported = extensions.Contains("OES_depth_texture");
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@ -131,8 +131,8 @@ namespace Blarg.GameFramework.Graphics
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IsNonPowerOfTwoTextureSupported = extensions.Contains("ARB_texture_non_power_of_two");
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IsDepthTextureSupported = extensions.Contains("ARB_depth_texture");
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}
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Platform.Logger.Info(LOG_TAG, "Non-Power-Of-2 texture support: {0}", IsNonPowerOfTwoTextureSupported);
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Platform.Logger.Info(LOG_TAG, "Depth texture support: {0}", IsDepthTextureSupported);
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Framework.Logger.Info(LOG_TAG, "Non-Power-Of-2 texture support: {0}", IsNonPowerOfTwoTextureSupported);
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Framework.Logger.Info(LOG_TAG, "Depth texture support: {0}", IsDepthTextureSupported);
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_defaultViewContext = new ViewContext(this);
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_activeViewContext = _defaultViewContext;
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@ -151,21 +151,21 @@ namespace Blarg.GameFramework.Graphics
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public void OnLostContext()
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{
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Platform.Logger.Info(LOG_TAG, "Cleaning up objects/state specific to the lost OpenGL context.");
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Framework.Logger.Info(LOG_TAG, "Cleaning up objects/state specific to the lost OpenGL context.");
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_activeViewContext.OnLostContext();
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Platform.Logger.Info(LOG_TAG, "Invoking OnLostContext callback for managed resources.");
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Framework.Logger.Info(LOG_TAG, "Invoking OnLostContext callback for managed resources.");
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foreach (var resource in _managedResources)
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resource.OnLostContext();
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Platform.Logger.Info(LOG_TAG, "Finished cleaning up lost managed resources.");
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Framework.Logger.Info(LOG_TAG, "Finished cleaning up lost managed resources.");
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}
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public void OnNewContext()
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{
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Platform.Logger.Info(LOG_TAG, "Initializing default state for new OpenGL context.");
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Framework.Logger.Info(LOG_TAG, "Initializing default state for new OpenGL context.");
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_activeViewContext.OnNewContext();
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@ -180,14 +180,14 @@ namespace Blarg.GameFramework.Graphics
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UnbindRenderbuffer();
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UnbindFramebuffer();
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Platform.Logger.Info(LOG_TAG, "Invoking OnNewContext callback for managed resources.");
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Framework.Logger.Info(LOG_TAG, "Invoking OnNewContext callback for managed resources.");
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foreach (var resource in _managedResources)
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resource.OnNewContext();
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Platform.Logger.Info(LOG_TAG, "Finished restoring managed resources.");
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Framework.Logger.Info(LOG_TAG, "Finished restoring managed resources.");
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Platform.Logger.Info(LOG_TAG, "Restoring image data for solid color texture cache.");
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Framework.Logger.Info(LOG_TAG, "Restoring image data for solid color texture cache.");
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foreach (var texture in _solidColorTextures)
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{
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@ -195,13 +195,13 @@ namespace Blarg.GameFramework.Graphics
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FillSolidColorTexture(texture.Value, ref color);
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}
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Platform.Logger.Info(LOG_TAG, "Restoring standard fonts.");
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Framework.Logger.Info(LOG_TAG, "Restoring standard fonts.");
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LoadStandardFonts();
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}
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public void OnUnload()
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{
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Platform.Logger.Info(LOG_TAG, "Unloading managed resources.");
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Framework.Logger.Info(LOG_TAG, "Unloading managed resources.");
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while (_managedResources.Count > 0)
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{
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var resource = _managedResources[0];
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@ -216,11 +216,11 @@ namespace Blarg.GameFramework.Graphics
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System.Diagnostics.Debug.Assert(error == GL20.GL_NO_ERROR);
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if (error != GL20.GL_NO_ERROR)
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{
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Platform.Logger.Error("OPENGL", "OpenGL error \"{0}\"", error.ToString());
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Framework.Logger.Error("OPENGL", "OpenGL error \"{0}\"", error.ToString());
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// keep checking for and reporting errors until there are no more left
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while ((error = GL.glGetError()) != GL20.GL_NO_ERROR)
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Platform.Logger.Error("OPENGL", "OpenGL error \"{0}\"", error.ToString());
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Framework.Logger.Error("OPENGL", "OpenGL error \"{0}\"", error.ToString());
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}
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_activeViewContext.OnRender(delta);
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@ -228,9 +228,9 @@ namespace Blarg.GameFramework.Graphics
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public void OnResize(ref Rect rect, ScreenOrientation orientation)
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{
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Platform.Logger.Info(LOG_TAG, "Window resized {0}.", rect);
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Framework.Logger.Info(LOG_TAG, "Window resized {0}.", rect);
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if (orientation != ScreenOrientation.Rotation0)
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Platform.Logger.Info(LOG_TAG, "Screen is rotated (angle = {0}).", (int)orientation);
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Framework.Logger.Info(LOG_TAG, "Screen is rotated (angle = {0}).", (int)orientation);
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ScreenOrientation = orientation;
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_activeViewContext.OnResize(ref rect, orientation);
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@ -289,7 +289,7 @@ namespace Blarg.GameFramework.Graphics
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private Texture CreateSolidColorTexture(ref Color color)
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{
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Platform.Logger.Info(LOG_TAG, "Creating texture for solid color 0x{0:x}.", color.RGBA);
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Framework.Logger.Info(LOG_TAG, "Creating texture for solid color 0x{0:x}.", color.RGBA);
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var solidColorImage = new Image(SolidColorTextureWidth, SolidColorTextureHeight, ImageFormat.RGBA);
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solidColorImage.Clear(ref color);
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@ -300,7 +300,7 @@ namespace Blarg.GameFramework.Graphics
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private void FillSolidColorTexture(Texture texture, ref Color color)
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{
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Platform.Logger.Info(LOG_TAG, "Filling image data for solid color texture using color 0x{0:x}.", color.RGBA);
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Framework.Logger.Info(LOG_TAG, "Filling image data for solid color texture using color 0x{0:x}.", color.RGBA);
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if (texture == null || texture.IsInvalidated || texture.Width != SolidColorTextureWidth || texture.Height != SolidColorTextureHeight)
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throw new ArgumentException("Invalid texture.");
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@ -921,7 +921,7 @@ namespace Blarg.GameFramework.Graphics
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_isGlResourcesReleased = true;
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Platform.Logger.Info(LOG_TAG, "Managed graphics context resources cleaned up.");
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Framework.Logger.Info(LOG_TAG, "Managed graphics context resources cleaned up.");
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}
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~GraphicsDevice()
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@ -6,7 +6,7 @@ namespace Blarg.GameFramework.Graphics.Helpers
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{
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public static void RenderCoordinateAxis(GeometryDebugRenderer debugRenderer, SpriteBatch spriteBatch, Vector3 origin, float axisLength)
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{
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var font = Platform.GraphicsDevice.SansSerifFont;
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var font = Framework.GraphicsDevice.SansSerifFont;
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var upLine = new LineSegment(origin.X, origin.Y, origin.Z, origin.X + 0.0f, origin.Y + axisLength, origin.Z + 0.0f);
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var downLine = new LineSegment(origin.X, origin.Y, origin.Z, origin.X + 0.0f, origin.Y + -axisLength, origin.Z + 0.0f);
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@ -46,7 +46,7 @@ namespace Blarg.GameFramework.Graphics
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if (file == null)
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throw new ArgumentNullException("file");
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var bitmap = Platform.Application.LoadBitmap(file);
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var bitmap = Framework.Application.LoadBitmap(file);
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CreateBaseImage(bitmap.Width, bitmap.Height, bitmap.Format);
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Buffer.BlockCopy(bitmap.Pixels, 0, _pixels, 0, bitmap.Pixels.Length);
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@ -41,7 +41,7 @@ namespace Blarg.GameFramework.Graphics
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throw new InvalidOperationException();
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int glFormat = 0;
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if (Platform.Type == PlatformType.Mobile)
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if (Framework.PlatformType == PlatformType.Mobile)
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{
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switch (format)
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{
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@ -74,7 +74,7 @@ namespace Blarg.GameFramework.Graphics
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GraphicsDevice.GL.glRenderbufferStorage(GL20.GL_RENDERBUFFER, glFormat, Width, Height);
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GraphicsDevice.UnbindRenderbuffer(this);
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Platform.Logger.Info(GraphicsContextResource.LOG_TAG, "Created renderbuffer. ID = {0}, format = {1}, size = {2}x{3}.", ID, Format.ToString(), Width, Height);
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Framework.Logger.Info(GraphicsContextResource.LOG_TAG, "Created renderbuffer. ID = {0}, format = {1}, size = {2}x{3}.", ID, Format.ToString(), Width, Height);
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}
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#region GraphicsContextResource
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@ -97,7 +97,7 @@ namespace Blarg.GameFramework.Graphics
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GraphicsDevice.GL.glDeleteRenderbuffers(ID);
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Platform.Logger.Info(GraphicsContextResource.LOG_TAG, "Deleted Renderbuffer ID = {0}.", ID);
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Framework.Logger.Info(GraphicsContextResource.LOG_TAG, "Deleted Renderbuffer ID = {0}.", ID);
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ID = -1;
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}
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@ -18,10 +18,10 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects
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public override void OnRender(float delta)
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{
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int width = Platform.GraphicsDevice.ViewContext.ViewportWidth;
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int height = Platform.GraphicsDevice.ViewContext.ViewportHeight;
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int width = Framework.GraphicsDevice.ViewContext.ViewportWidth;
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int height = Framework.GraphicsDevice.ViewContext.ViewportHeight;
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var texture = Platform.GraphicsDevice.GetSolidColorTexture(Color.White);
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var texture = Framework.GraphicsDevice.GetSolidColorTexture(Color.White);
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var color = Color;
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color.A = Alpha;
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@ -44,10 +44,10 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects
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public override void OnRender(float delta)
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{
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int width = Platform.GraphicsDevice.ViewContext.ViewportWidth;
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int height = Platform.GraphicsDevice.ViewContext.ViewportHeight;
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int width = Framework.GraphicsDevice.ViewContext.ViewportWidth;
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int height = Framework.GraphicsDevice.ViewContext.ViewportHeight;
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var texture = Platform.GraphicsDevice.GetSolidColorTexture(Color.White);
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var texture = Framework.GraphicsDevice.GetSolidColorTexture(Color.White);
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_color.A = _alpha;
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//Platform.SpriteBatch.Render(texture, 0, 0, width, height, ref _color);
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@ -26,10 +26,10 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects
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public override void OnRender(float delta)
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{
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int width = Platform.GraphicsDevice.ViewContext.ViewportWidth;
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int height = Platform.GraphicsDevice.ViewContext.ViewportHeight;
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int width = Framework.GraphicsDevice.ViewContext.ViewportWidth;
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int height = Framework.GraphicsDevice.ViewContext.ViewportHeight;
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var texture = Platform.GraphicsDevice.GetSolidColorTexture(Color.White);
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var texture = Framework.GraphicsDevice.GetSolidColorTexture(Color.White);
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var color = Color;
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color.A = _alpha;
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|
|
|
@ -178,7 +178,7 @@ namespace Blarg.GameFramework.Graphics
|
|||
if (vertexShaderCompileStatus == 0)
|
||||
{
|
||||
string log = GetShaderLog(vertexShaderId);
|
||||
Platform.Logger.Error("OPENGL", "Error compiling vertex shader:\n{0}", log);
|
||||
Framework.Logger.Error("OPENGL", "Error compiling vertex shader:\n{0}", log);
|
||||
}
|
||||
|
||||
// and now the fragment shader
|
||||
|
@ -201,7 +201,7 @@ namespace Blarg.GameFramework.Graphics
|
|||
if (fragmentShaderCompileStatus == 0)
|
||||
{
|
||||
string log = GetShaderLog(fragmentShaderId);
|
||||
Platform.Logger.Error("OPENGL", "Error compiling fragment shader:\n{0}", log);
|
||||
Framework.Logger.Error("OPENGL", "Error compiling fragment shader:\n{0}", log);
|
||||
}
|
||||
|
||||
// only return success if both compiled successfully
|
||||
|
@ -242,7 +242,7 @@ namespace Blarg.GameFramework.Graphics
|
|||
if (programLinkStatus == 0)
|
||||
{
|
||||
string log = GraphicsDevice.GL.glGetProgramInfoLog(programId);
|
||||
Platform.Logger.Error("OPENGL", "Error linking program:\n{0}", log);
|
||||
Framework.Logger.Error("OPENGL", "Error linking program:\n{0}", log);
|
||||
}
|
||||
|
||||
if (programLinkStatus != 0)
|
||||
|
|
|
@ -107,7 +107,7 @@ namespace Blarg.GameFramework.Graphics
|
|||
|
||||
GraphicsDevice.GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, internalFormat, Width, Height, 0, pixelFormat, pixelType, image.Pixels);
|
||||
|
||||
Platform.Logger.Info(GraphicsContextResource.LOG_TAG, "Created texture from image. ID = {0}, bpp = {1}, size = {2}x{3}.", ID, image.BitsPerPixel, Width, Height);
|
||||
Framework.Logger.Info(GraphicsContextResource.LOG_TAG, "Created texture from image. ID = {0}, bpp = {1}, size = {2}x{3}.", ID, image.BitsPerPixel, Width, Height);
|
||||
}
|
||||
|
||||
private void CreateTexture(int width, int height, TextureFormat format, bool useExistingTextureParams = false)
|
||||
|
@ -142,9 +142,9 @@ namespace Blarg.GameFramework.Graphics
|
|||
GraphicsDevice.GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, internalFormat, Width, Height, 0, pixelFormat, pixelType, IntPtr.Zero);
|
||||
|
||||
if (Format == TextureFormat.Depth)
|
||||
Platform.Logger.Info(GraphicsContextResource.LOG_TAG, "Created uninitialized texture. ID = {0}, depth component only, size = {1}x{2}", ID, Width, Height);
|
||||
Framework.Logger.Info(GraphicsContextResource.LOG_TAG, "Created uninitialized texture. ID = {0}, depth component only, size = {1}x{2}", ID, Width, Height);
|
||||
else
|
||||
Platform.Logger.Info(GraphicsContextResource.LOG_TAG, "Created uninitialized texture. ID = {0}, bpp = {1}, size = {2}x{3}", ID, bpp, Width, Height);
|
||||
Framework.Logger.Info(GraphicsContextResource.LOG_TAG, "Created uninitialized texture. ID = {0}, bpp = {1}, size = {2}x{3}", ID, bpp, Width, Height);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -226,7 +226,7 @@ namespace Blarg.GameFramework.Graphics
|
|||
pixelFormat = GL20.GL_DEPTH_COMPONENT;
|
||||
|
||||
// TODO: check that these are correct ...
|
||||
if (Platform.Application.Type == PlatformType.Mobile)
|
||||
if (Framework.Application.PlatformType == PlatformType.Mobile)
|
||||
type = GL20.GL_UNSIGNED_SHORT;
|
||||
else
|
||||
type = GL20.GL_FLOAT;
|
||||
|
@ -273,7 +273,7 @@ namespace Blarg.GameFramework.Graphics
|
|||
|
||||
GraphicsDevice.GL.glDeleteTextures(ID);
|
||||
|
||||
Platform.Logger.Info(GraphicsContextResource.LOG_TAG, "Deleted Texture ID = {0}.", ID);
|
||||
Framework.Logger.Info(GraphicsContextResource.LOG_TAG, "Deleted Texture ID = {0}.", ID);
|
||||
|
||||
ID = -1;
|
||||
}
|
||||
|
|
|
@ -130,7 +130,7 @@ namespace Blarg.GameFramework.Graphics
|
|||
_graphicsDevice.Window.ClientRectangle.Bottom
|
||||
);
|
||||
*/
|
||||
var r = new Rect(0, 0, Platform.Application.Window.ClientWidth, Platform.Application.Window.ClientHeight);
|
||||
var r = new Rect(0, 0, Framework.Application.Window.ClientWidth, Framework.Application.Window.ClientHeight);
|
||||
Init(r, false);
|
||||
}
|
||||
|
||||
|
|
|
@ -10,7 +10,7 @@ namespace Blarg.GameFramework
|
|||
public interface IApplication : IDisposable
|
||||
{
|
||||
PlatformOS OperatingSystem { get; }
|
||||
PlatformType Type { get; }
|
||||
PlatformType PlatformType { get; }
|
||||
|
||||
ILogger Logger { get; }
|
||||
ServiceContainer Services { get; }
|
||||
|
|
|
@ -57,20 +57,20 @@ namespace Blarg.GameFramework.Processes
|
|||
|
||||
if (dueToOverlay)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Pausing all active processes due to state being overlayed on to the parent state.");
|
||||
Framework.Logger.Info(LOG_TAG, "Pausing all active processes due to state being overlayed on to the parent state.");
|
||||
for (var node = _processes.First; node != null; node = node.Next)
|
||||
{
|
||||
var processInfo = node.Value;
|
||||
if (!processInfo.IsInactive)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Pausing process {0} due to parent state overlay.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Pausing process {0} due to parent state overlay.", processInfo.Descriptor);
|
||||
processInfo.Process.OnPause(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Transitioning out all active processes pending pause.");
|
||||
Framework.Logger.Info(LOG_TAG, "Transitioning out all active processes pending pause.");
|
||||
for (var node = _processes.First; node != null; node = node.Next)
|
||||
{
|
||||
var processInfo = node.Value;
|
||||
|
@ -87,26 +87,26 @@ namespace Blarg.GameFramework.Processes
|
|||
|
||||
if (fromOverlay)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Resuming all active processes due to overlay state being removed from overtop of parent state.");
|
||||
Framework.Logger.Info(LOG_TAG, "Resuming all active processes due to overlay state being removed from overtop of parent state.");
|
||||
for (var node = _processes.First; node != null; node = node.Next)
|
||||
{
|
||||
var processInfo = node.Value;
|
||||
if (!processInfo.IsInactive)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Resuming process {0} due to overlay state removal.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Resuming process {0} due to overlay state removal.", processInfo.Descriptor);
|
||||
processInfo.Process.OnResume(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Resuming processes.");
|
||||
Framework.Logger.Info(LOG_TAG, "Resuming processes.");
|
||||
for (var node = _processes.First; node != null; node = node.Next)
|
||||
{
|
||||
var processInfo = node.Value;
|
||||
if (processInfo.IsInactive && !processInfo.IsBeingRemoved)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Resuming process {0}", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Resuming process {0}", processInfo.Descriptor);
|
||||
processInfo.Process.OnResume(false);
|
||||
|
||||
StartTransitionIn(processInfo);
|
||||
|
@ -240,7 +240,7 @@ namespace Blarg.GameFramework.Processes
|
|||
|
||||
public void RemoveAll()
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Transitioning out all processes pending removal.");
|
||||
Framework.Logger.Info(LOG_TAG, "Transitioning out all processes pending removal.");
|
||||
for (var node = _processes.First; node != null; node = node.Next)
|
||||
{
|
||||
var processInfo = node.Value;
|
||||
|
@ -256,7 +256,7 @@ namespace Blarg.GameFramework.Processes
|
|||
if (newProcessInfo.Process == null)
|
||||
throw new ArgumentException("No GameProcess provided.");
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Queueing process {0}.", newProcessInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Queueing process {0}.", newProcessInfo.Descriptor);
|
||||
_queue.Enqueue(newProcessInfo);
|
||||
}
|
||||
|
||||
|
@ -275,7 +275,7 @@ namespace Blarg.GameFramework.Processes
|
|||
processInfo.IsTransitioning = true;
|
||||
processInfo.IsTransitioningOut = false;
|
||||
processInfo.IsTransitionStarting = true;
|
||||
Platform.Logger.Info(LOG_TAG, "Transition into process {0} started.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Transition into process {0} started.", processInfo.Descriptor);
|
||||
}
|
||||
|
||||
private void StartTransitionOut(ProcessInfo processInfo, bool forRemoval)
|
||||
|
@ -289,7 +289,7 @@ namespace Blarg.GameFramework.Processes
|
|||
processInfo.IsTransitioningOut = true;
|
||||
processInfo.IsTransitionStarting = true;
|
||||
processInfo.IsBeingRemoved = forRemoval;
|
||||
Platform.Logger.Info(LOG_TAG, "Transition out of process {0} started pending {1}.", processInfo.Descriptor, (forRemoval ? "removal" : "pause"));
|
||||
Framework.Logger.Info(LOG_TAG, "Transition out of process {0} started pending {1}.", processInfo.Descriptor, (forRemoval ? "removal" : "pause"));
|
||||
}
|
||||
|
||||
private void CleanupInactiveProcesses()
|
||||
|
@ -304,7 +304,7 @@ namespace Blarg.GameFramework.Processes
|
|||
_processes.Remove(node);
|
||||
node = next;
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Deleting inactive process {0}.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Deleting inactive process {0}.", processInfo.Descriptor);
|
||||
processInfo.Process.Dispose();
|
||||
processInfo = null;
|
||||
}
|
||||
|
@ -320,7 +320,7 @@ namespace Blarg.GameFramework.Processes
|
|||
var processInfo = node.Value;
|
||||
if (!processInfo.IsInactive && processInfo.Process.IsFinished && !processInfo.IsTransitioning)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Process {0} marked as finished.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Process {0} marked as finished.", processInfo.Descriptor);
|
||||
StartTransitionOut(processInfo, true);
|
||||
}
|
||||
}
|
||||
|
@ -332,7 +332,7 @@ namespace Blarg.GameFramework.Processes
|
|||
{
|
||||
var processInfo = _queue.Dequeue();
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Adding process {0} from queue.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Adding process {0} from queue.", processInfo.Descriptor);
|
||||
_processes.AddLast(processInfo);
|
||||
processInfo.Process.OnAdd();
|
||||
|
||||
|
@ -350,7 +350,7 @@ namespace Blarg.GameFramework.Processes
|
|||
bool isDone = processInfo.Process.OnTransition(delta, processInfo.IsTransitioningOut, processInfo.IsTransitionStarting);
|
||||
if (isDone)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Transition {0} into process {1} finished.",
|
||||
Framework.Logger.Info(LOG_TAG, "Transition {0} into process {1} finished.",
|
||||
(processInfo.IsTransitioningOut ? "out of" : "into"),
|
||||
processInfo.Descriptor);
|
||||
|
||||
|
@ -360,12 +360,12 @@ namespace Blarg.GameFramework.Processes
|
|||
{
|
||||
if (processInfo.IsBeingRemoved)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Removing process {0}.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Removing process {0}.", processInfo.Descriptor);
|
||||
processInfo.Process.OnRemove();
|
||||
}
|
||||
else
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Pausing process {0}.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Pausing process {0}.", processInfo.Descriptor);
|
||||
processInfo.Process.OnPause(false);
|
||||
}
|
||||
processInfo.IsInactive = true;
|
||||
|
@ -449,12 +449,12 @@ namespace Blarg.GameFramework.Processes
|
|||
if (_processes == null)
|
||||
return;
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "ProcessManager disposing.");
|
||||
Framework.Logger.Info(LOG_TAG, "ProcessManager disposing.");
|
||||
|
||||
while (_processes.Count > 0)
|
||||
{
|
||||
var processInfo = _processes.Last.Value;
|
||||
Platform.Logger.Info(LOG_TAG, "Removing process {0} as part of ProcessManager shutdown.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Removing process {0} as part of ProcessManager shutdown.", processInfo.Descriptor);
|
||||
processInfo.Process.OnRemove();
|
||||
processInfo.Process.Dispose();
|
||||
_processes.RemoveLast();
|
||||
|
@ -464,7 +464,7 @@ namespace Blarg.GameFramework.Processes
|
|||
while (_queue.Count > 0)
|
||||
{
|
||||
var processInfo = _queue.Dequeue();
|
||||
Platform.Logger.Info(LOG_TAG, "Removing queued process {0} as part of ProcessManager shutdown.", processInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Removing queued process {0} as part of ProcessManager shutdown.", processInfo.Descriptor);
|
||||
processInfo.Process.Dispose();
|
||||
}
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ namespace Blarg.GameFramework
|
|||
public ServiceContainer()
|
||||
{
|
||||
_services = new Dictionary<Type, object>();
|
||||
Platform.Logger.Debug(LOG_TAG, "Ready for use.");
|
||||
Framework.Logger.Debug(LOG_TAG, "Ready for use.");
|
||||
}
|
||||
|
||||
public void Register(object service)
|
||||
|
@ -30,7 +30,7 @@ namespace Blarg.GameFramework
|
|||
((IService)service).OnRegister();
|
||||
|
||||
_services.Add(type, service);
|
||||
Platform.Logger.Debug(LOG_TAG, "Registered object of type {0}.", type);
|
||||
Framework.Logger.Debug(LOG_TAG, "Registered object of type {0}.", type);
|
||||
}
|
||||
|
||||
public void Unregister(object service)
|
||||
|
@ -48,7 +48,7 @@ namespace Blarg.GameFramework
|
|||
throw new InvalidOperationException("This is not the service object that was registered under this type.");
|
||||
|
||||
_services.Remove(type);
|
||||
Platform.Logger.Debug(LOG_TAG, "Unregistered object of type {0}.", type);
|
||||
Framework.Logger.Debug(LOG_TAG, "Unregistered object of type {0}.", type);
|
||||
|
||||
if (registeredService is IService)
|
||||
((IService)registeredService).OnUnregister();
|
||||
|
@ -70,7 +70,7 @@ namespace Blarg.GameFramework
|
|||
|
||||
public void Dispose()
|
||||
{
|
||||
Platform.Logger.Debug(LOG_TAG, "Disposing.");
|
||||
Framework.Logger.Debug(LOG_TAG, "Disposing.");
|
||||
|
||||
foreach (var i in _services)
|
||||
{
|
||||
|
|
|
@ -265,7 +265,7 @@ namespace Blarg.GameFramework.States
|
|||
if (IsTransitioning)
|
||||
throw new InvalidOperationException();
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Pop initiated for top-most state only.");
|
||||
Framework.Logger.Info(LOG_TAG, "Pop initiated for top-most state only.");
|
||||
StartOnlyTopStateTransitioningOut(false);
|
||||
}
|
||||
|
||||
|
@ -274,7 +274,7 @@ namespace Blarg.GameFramework.States
|
|||
if (IsTransitioning)
|
||||
throw new InvalidOperationException();
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Pop initiated for all top active states");
|
||||
Framework.Logger.Info(LOG_TAG, "Pop initiated for all top active states");
|
||||
StartTopStatesTransitioningOut(false);
|
||||
}
|
||||
|
||||
|
@ -287,7 +287,7 @@ namespace Blarg.GameFramework.States
|
|||
if (_pushQueueHasOverlay && !newStateInfo.IsOverlay)
|
||||
throw new InvalidOperationException("Cannot queue new non-overlay state while queue is active with overlay states.");
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Queueing state {0} for pushing.", newStateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Queueing state {0} for pushing.", newStateInfo.Descriptor);
|
||||
|
||||
if (!newStateInfo.IsOverlay)
|
||||
StartTopStatesTransitioningOut(true);
|
||||
|
@ -307,7 +307,7 @@ namespace Blarg.GameFramework.States
|
|||
if (_swapQueueHasOverlay && !newStateInfo.IsOverlay)
|
||||
throw new InvalidOperationException("Cannot queue new non-overlay state while queue is active with overlay states.");
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Queueing state {0} for swapping with {1}.", newStateInfo.Descriptor, (swapTopNonOverlay ? "all top active states" : "only top-most active state."));
|
||||
Framework.Logger.Info(LOG_TAG, "Queueing state {0} for swapping with {1}.", newStateInfo.Descriptor, (swapTopNonOverlay ? "all top active states" : "only top-most active state."));
|
||||
|
||||
if (swapTopNonOverlay)
|
||||
StartTopStatesTransitioningOut(false);
|
||||
|
@ -372,7 +372,7 @@ namespace Blarg.GameFramework.States
|
|||
_states.Remove(node);
|
||||
node = next;
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Deleting inactive popped state {0}.", stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Deleting inactive popped state {0}.", stateInfo.Descriptor);
|
||||
stateInfo.State.Dispose();
|
||||
stateInfo = null;
|
||||
}
|
||||
|
@ -400,7 +400,7 @@ namespace Blarg.GameFramework.States
|
|||
var topNonOverlayStateInfo = TopNonOverlay;
|
||||
if (!topNonOverlayStateInfo.IsInactive && topNonOverlayStateInfo.State.IsFinished)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "State {0} marked as finished.", topNonOverlayStateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "State {0} marked as finished.", topNonOverlayStateInfo.Descriptor);
|
||||
TransitionOut(topNonOverlayStateInfo, true);
|
||||
|
||||
needToAlsoTransitionOutOverlays = true;
|
||||
|
@ -420,7 +420,7 @@ namespace Blarg.GameFramework.States
|
|||
var stateInfo = node.Value;
|
||||
if (!stateInfo.IsInactive && (stateInfo.State.IsFinished || needToAlsoTransitionOutOverlays))
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "State {0} marked as finished.", stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "State {0} marked as finished.", stateInfo.Descriptor);
|
||||
TransitionOut(stateInfo, true);
|
||||
}
|
||||
}
|
||||
|
@ -452,7 +452,7 @@ namespace Blarg.GameFramework.States
|
|||
var currentTopStateInfo = Top;
|
||||
if (stateInfo.IsOverlay && !currentTopStateInfo.IsInactive && !currentTopStateInfo.IsOverlayed)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Pausing {0}state {1} due to overlay.", (currentTopStateInfo.IsOverlay ? "overlay " : ""), currentTopStateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Pausing {0}state {1} due to overlay.", (currentTopStateInfo.IsOverlay ? "overlay " : ""), currentTopStateInfo.Descriptor);
|
||||
currentTopStateInfo.State.OnPause(true);
|
||||
|
||||
// also mark the current top state as being overlay-ed
|
||||
|
@ -460,7 +460,7 @@ namespace Blarg.GameFramework.States
|
|||
}
|
||||
}
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Pushing {0}state {1} from push-queue.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Pushing {0}state {1} from push-queue.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
stateInfo.State.OnPush();
|
||||
|
||||
TransitionIn(stateInfo, false);
|
||||
|
@ -478,14 +478,14 @@ namespace Blarg.GameFramework.States
|
|||
var currentTopStateInfo = Top;
|
||||
if (stateInfo.IsOverlay && !currentTopStateInfo.IsInactive && !currentTopStateInfo.IsOverlayed)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Pausing {0}state {1} due to overlay.", (currentTopStateInfo.IsOverlay ? "overlay " : ""), currentTopStateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Pausing {0}state {1} due to overlay.", (currentTopStateInfo.IsOverlay ? "overlay " : ""), currentTopStateInfo.Descriptor);
|
||||
currentTopStateInfo.State.OnPause(true);
|
||||
|
||||
// also mark the current top state as being overlay-ed
|
||||
currentTopStateInfo.IsOverlayed = true;
|
||||
}
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Pushing {0}state {1} from swap-queue.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Pushing {0}state {1} from swap-queue.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
stateInfo.State.OnPush();
|
||||
|
||||
TransitionIn(stateInfo, false);
|
||||
|
@ -515,7 +515,7 @@ namespace Blarg.GameFramework.States
|
|||
if (stateInfo.IsInactive || !stateInfo.IsOverlayed)
|
||||
throw new InvalidOperationException();
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Resuming {0}state {1} due to overlay removal.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Resuming {0}state {1} due to overlay removal.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
stateInfo.State.OnResume(true);
|
||||
|
||||
stateInfo.IsOverlayed = false;
|
||||
|
@ -527,7 +527,7 @@ namespace Blarg.GameFramework.States
|
|||
if (!Top.IsInactive)
|
||||
return;
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "Top-most state is inactive. Resuming all top states up to and including the next non-overlay.");
|
||||
Framework.Logger.Info(LOG_TAG, "Top-most state is inactive. Resuming all top states up to and including the next non-overlay.");
|
||||
|
||||
// top state is inactive, time to resume one or more states...
|
||||
// find the topmost non-overlay state and take it and all overlay
|
||||
|
@ -535,7 +535,7 @@ namespace Blarg.GameFramework.States
|
|||
for (var node = TopNonOverlayNode; node != null; node = node.Next)
|
||||
{
|
||||
var stateInfo = node.Value;
|
||||
Platform.Logger.Info(LOG_TAG, "Resuming {0}state {1}.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Resuming {0}state {1}.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
stateInfo.State.OnResume(false);
|
||||
|
||||
TransitionIn(stateInfo, true);
|
||||
|
@ -553,7 +553,7 @@ namespace Blarg.GameFramework.States
|
|||
bool isDone = stateInfo.State.OnTransition(delta, stateInfo.IsTransitioningOut, stateInfo.IsTransitionStarting);
|
||||
if (isDone)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Transition {0} {1}state {2} finished.",
|
||||
Framework.Logger.Info(LOG_TAG, "Transition {0} {1}state {2} finished.",
|
||||
(stateInfo.IsTransitioningOut ? "out of" : "into"),
|
||||
(stateInfo.IsOverlay ? "overlay " : ""),
|
||||
stateInfo.Descriptor);
|
||||
|
@ -564,18 +564,18 @@ namespace Blarg.GameFramework.States
|
|||
{
|
||||
if (stateInfo.IsBeingPopped)
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Popping {0}state {1}", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Popping {0}state {1}", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
stateInfo.State.OnPop();
|
||||
|
||||
if (stateInfo.State.ReturnValue != null)
|
||||
{
|
||||
LastReturnValue = stateInfo.State.ReturnValue;
|
||||
Platform.Logger.Info(LOG_TAG, "Return value of {0} retrieved from {1}.", LastReturnValue.Value, stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Return value of {0} retrieved from {1}.", LastReturnValue.Value, stateInfo.Descriptor);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Platform.Logger.Info(LOG_TAG, "Pausing {0}state {1}.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Pausing {0}state {1}.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
stateInfo.State.OnPause(false);
|
||||
}
|
||||
stateInfo.IsInactive = true;
|
||||
|
@ -597,7 +597,7 @@ namespace Blarg.GameFramework.States
|
|||
stateInfo.IsTransitioning = true;
|
||||
stateInfo.IsTransitioningOut = false;
|
||||
stateInfo.IsTransitionStarting = true;
|
||||
Platform.Logger.Info(LOG_TAG, "Transition into {0}state {1} started.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Transition into {0}state {1} started.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
|
||||
if (forResuming)
|
||||
stateInfo.State.ProcessManager.OnResume(false);
|
||||
|
@ -609,7 +609,7 @@ namespace Blarg.GameFramework.States
|
|||
stateInfo.IsTransitioningOut = true;
|
||||
stateInfo.IsTransitionStarting = true;
|
||||
stateInfo.IsBeingPopped = forPopping;
|
||||
Platform.Logger.Info(LOG_TAG, "Transition out of {0}state {1} started.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Transition out of {0}state {1} started.", (stateInfo.IsOverlay ? "overlay " : ""), stateInfo.Descriptor);
|
||||
|
||||
if (forPopping)
|
||||
stateInfo.State.ProcessManager.RemoveAll();
|
||||
|
@ -677,12 +677,12 @@ namespace Blarg.GameFramework.States
|
|||
if (_states == null)
|
||||
return;
|
||||
|
||||
Platform.Logger.Info(LOG_TAG, "StateManager disposing.");
|
||||
Framework.Logger.Info(LOG_TAG, "StateManager disposing.");
|
||||
|
||||
while (_states.Count > 0)
|
||||
{
|
||||
var stateInfo = _states.Last.Value;
|
||||
Platform.Logger.Info(LOG_TAG, "Popping state {0} as part of StateManager shutdown.", stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Popping state {0} as part of StateManager shutdown.", stateInfo.Descriptor);
|
||||
stateInfo.State.OnPop();
|
||||
stateInfo.State.Dispose();
|
||||
_states.RemoveLast();
|
||||
|
@ -692,13 +692,13 @@ namespace Blarg.GameFramework.States
|
|||
while (_pushQueue.Count > 0)
|
||||
{
|
||||
var stateInfo = _pushQueue.Dequeue();
|
||||
Platform.Logger.Info(LOG_TAG, "Deleting push-queued state {0} as part of StateManager shutdown.", stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Deleting push-queued state {0} as part of StateManager shutdown.", stateInfo.Descriptor);
|
||||
stateInfo.State.Dispose();
|
||||
}
|
||||
while (_swapQueue.Count > 0)
|
||||
{
|
||||
var stateInfo = _swapQueue.Dequeue();
|
||||
Platform.Logger.Info(LOG_TAG, "Deleting swap-queued state {0} as part of StateManager shutdown.", stateInfo.Descriptor);
|
||||
Framework.Logger.Info(LOG_TAG, "Deleting swap-queued state {0} as part of StateManager shutdown.", stateInfo.Descriptor);
|
||||
stateInfo.State.Dispose();
|
||||
}
|
||||
|
||||
|
|
|
@ -29,16 +29,16 @@ namespace Blarg.GameFramework.Support
|
|||
float pointerDeltaY = 0.0f;
|
||||
bool isPointerTouching = false;
|
||||
|
||||
if (Platform.Mouse != null && Platform.Mouse.IsDown(MouseButton.Left))
|
||||
if (Framework.Mouse != null && Framework.Mouse.IsDown(MouseButton.Left))
|
||||
{
|
||||
pointerDeltaX = Platform.Mouse.DeltaX;
|
||||
pointerDeltaY = Platform.Mouse.DeltaY;
|
||||
pointerDeltaX = Framework.Mouse.DeltaX;
|
||||
pointerDeltaY = Framework.Mouse.DeltaY;
|
||||
isPointerTouching = true;
|
||||
}
|
||||
else if (Platform.TouchScreen != null && Platform.TouchScreen.IsTouching)
|
||||
else if (Framework.TouchScreen != null && Framework.TouchScreen.IsTouching)
|
||||
{
|
||||
pointerDeltaX = Platform.TouchScreen.PrimaryPointer.DeltaX;
|
||||
pointerDeltaY = Platform.TouchScreen.PrimaryPointer.DeltaY;
|
||||
pointerDeltaX = Framework.TouchScreen.PrimaryPointer.DeltaX;
|
||||
pointerDeltaY = Framework.TouchScreen.PrimaryPointer.DeltaY;
|
||||
isPointerTouching = true;
|
||||
}
|
||||
|
||||
|
@ -58,13 +58,13 @@ namespace Blarg.GameFramework.Support
|
|||
|
||||
_movement = Vector3.Zero;
|
||||
|
||||
if (Platform.Keyboard.IsDown(Key.Up))
|
||||
if (Framework.Keyboard.IsDown(Key.Up))
|
||||
_movement.Z -= delta * 6.0f;
|
||||
if (Platform.Keyboard.IsDown(Key.Down))
|
||||
if (Framework.Keyboard.IsDown(Key.Down))
|
||||
_movement.Z += delta * 6.0f;
|
||||
if (Platform.Keyboard.IsDown(Key.Left))
|
||||
if (Framework.Keyboard.IsDown(Key.Left))
|
||||
_movement.X -= delta * 6.0f;
|
||||
if (Platform.Keyboard.IsDown(Key.Right))
|
||||
if (Framework.Keyboard.IsDown(Key.Right))
|
||||
_movement.X += delta * 6.0f;
|
||||
|
||||
UpdateLookAtMatrix(ref _movement);
|
||||
|
|
|
@ -45,18 +45,18 @@ namespace Game
|
|||
|
||||
public void OnLoad()
|
||||
{
|
||||
_camera = new FreeMovementCamera(Platform.GraphicsDevice.ViewContext);
|
||||
_camera = new FreeMovementCamera(Framework.GraphicsDevice.ViewContext);
|
||||
_camera.Position = new Vector3(0.0f, 5.0f, 0.0f);
|
||||
Platform.GraphicsDevice.ViewContext.Camera = _camera;
|
||||
Framework.GraphicsDevice.ViewContext.Camera = _camera;
|
||||
|
||||
_grid = new FlatWireframeGrid(Platform.GraphicsDevice, 32, 32);
|
||||
_grid = new FlatWireframeGrid(Framework.GraphicsDevice, 32, 32);
|
||||
|
||||
_spriteBatch = new SpriteBatch(Platform.GraphicsDevice);
|
||||
_spriteBatch = new SpriteBatch(Framework.GraphicsDevice);
|
||||
}
|
||||
|
||||
public void OnUnload()
|
||||
{
|
||||
Platform.GraphicsDevice.ViewContext.Camera = null;
|
||||
Framework.GraphicsDevice.ViewContext.Camera = null;
|
||||
}
|
||||
|
||||
public void OnLostContext()
|
||||
|
@ -69,26 +69,26 @@ namespace Game
|
|||
|
||||
public void OnRender(float delta)
|
||||
{
|
||||
Platform.GraphicsDevice.Clear(0.25f, 0.5f, 1.0f, 1.0f);
|
||||
Framework.GraphicsDevice.Clear(0.25f, 0.5f, 1.0f, 1.0f);
|
||||
|
||||
var shader = Platform.GraphicsDevice.SimpleColorShader;
|
||||
Platform.GraphicsDevice.BindShader(shader);
|
||||
shader.SetModelViewMatrix(Platform.GraphicsDevice.ViewContext.ModelViewMatrix);
|
||||
shader.SetProjectionMatrix(Platform.GraphicsDevice.ViewContext.ProjectionMatrix);
|
||||
var shader = Framework.GraphicsDevice.SimpleColorShader;
|
||||
Framework.GraphicsDevice.BindShader(shader);
|
||||
shader.SetModelViewMatrix(Framework.GraphicsDevice.ViewContext.ModelViewMatrix);
|
||||
shader.SetProjectionMatrix(Framework.GraphicsDevice.ViewContext.ProjectionMatrix);
|
||||
_grid.Render();
|
||||
Platform.GraphicsDevice.UnbindShader();
|
||||
Framework.GraphicsDevice.UnbindShader();
|
||||
|
||||
long gcmem = GC.GetTotalMemory(false);
|
||||
_sb.Clear();
|
||||
_sb.Append("GC Mem Usage: ").AppendNumber((int)gcmem).Append('\n')
|
||||
.Append("FPS: ").AppendNumber(Platform.Application.FPS)
|
||||
.Append(", ").AppendNumber(Platform.Application.FrameTime).Append(" ms")
|
||||
.Append(", RT: ").AppendNumber(Platform.Application.RenderTime).Append(" (").AppendNumber(Platform.Application.RendersPerSecond).Append(")")
|
||||
.Append(", UT: ").AppendNumber(Platform.Application.UpdateTime).Append(" (").AppendNumber(Platform.Application.UpdatesPerSecond).Append(")")
|
||||
.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(Platform.GraphicsDevice.SansSerifFont, 10, 10, Color.White, _sb);
|
||||
_spriteBatch.Render(Framework.GraphicsDevice.SansSerifFont, 10, 10, Color.White, _sb);
|
||||
_spriteBatch.End();
|
||||
}
|
||||
|
||||
|
@ -98,8 +98,8 @@ namespace Game
|
|||
|
||||
public void OnUpdate(float delta)
|
||||
{
|
||||
if (Platform.Keyboard.IsPressed(Blarg.GameFramework.Input.Key.Escape))
|
||||
Platform.Application.Quit();
|
||||
if (Framework.Keyboard.IsPressed(Blarg.GameFramework.Input.Key.Escape))
|
||||
Framework.Application.Quit();
|
||||
_camera.OnUpdate(delta);
|
||||
}
|
||||
|
||||
|
|
Reference in a new issue