357 lines
14 KiB
C#
357 lines
14 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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namespace Galactic_Colors_Control_GUI
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class Game1 : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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ContentManager content;
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private SoundEffect[] effects = new SoundEffect[4];
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private SpriteFont smallFont;
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private SpriteFont basicFont;
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private SpriteFont titleFont;
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internal static Texture2D nullSprite;
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private Texture2D[] pointerSprites = new Texture2D[1];
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private GUI.boxSprites[] buttonsSprites = new GUI.boxSprites[1];
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private List<GUI.Element> elements = new List<GUI.Element>();
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Version version;
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private MouseState oldState;
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private MouseState newState;
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private int mouseX;
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private int mouseY;
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private Keys[] oldKeys;
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private Keys[] newKeys;
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private string skinName;
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private enum GameStatus { Home, Options, Game, Pause, End, Thanks }
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private GameStatus gameStatus;
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private int ScreenWidth = 1080;
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private int ScreenHeight = 720;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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graphics.PreferredBackBufferWidth = ScreenWidth;
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graphics.PreferredBackBufferHeight = ScreenHeight;
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graphics.IsFullScreen = false;
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graphics.ApplyChanges();
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Content.RootDirectory = "Content";
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content = Content;
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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version = Assembly.GetEntryAssembly().GetName().Version;
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nullSprite = new Texture2D(GraphicsDevice, 1, 1);
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nullSprite.SetData(new Color[1 * 1] { Color.White });
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GUI.KeyString.InitializeKeyString();
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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//Need OpenAL Update for Windows 10 at least
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effects[0] = content.Load<SoundEffect>("Sounds/alert");
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effects[1] = content.Load<SoundEffect>("Sounds/bip");
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effects[2] = content.Load<SoundEffect>("Sounds/change");
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effects[3] = content.Load<SoundEffect>("Sounds/valid");
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smallFont = content.Load<SpriteFont>("Fonts/small");
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basicFont = content.Load<SpriteFont>("Fonts/basic");
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titleFont = content.Load<SpriteFont>("Fonts/title");
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for (int i = 0; i < pointerSprites.Length; i++) {
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pointerSprites[i] = content.Load<Texture2D>("Textures/Hub/pointer" + i);
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}
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for (int i = 0; i < buttonsSprites.Length; i++)
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{
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buttonsSprites[i].topLeft = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/topLeft");
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buttonsSprites[i].topCenter = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/topCenter");
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buttonsSprites[i].topRight = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/topRight");
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buttonsSprites[i].centerLeft = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/centerLeft");
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buttonsSprites[i].centerCenter = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/centerCenter");
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buttonsSprites[i].centerRight = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/centerRight");
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buttonsSprites[i].bottomLeft = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/bottomLeft");
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buttonsSprites[i].bottomCenter = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/bottomCenter");
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buttonsSprites[i].bottomRight = content.Load<Texture2D>("Textures/Hub/Buttons/" + i + "/bottomRight");
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}
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if (Directory.Exists("Skin/" + skinName))
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{
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if (Directory.Exists("Skin/" + skinName + "/Sounds"))
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{
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Utilities.SoundFromMp3("Skin/" + skinName + "/Sounds/alert.mp3", ref effects[0]);
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Utilities.SoundFromMp3("Skin/" + skinName + "/Sounds/bip.mp3", ref effects[1]);
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Utilities.SoundFromMp3("Skin/" + skinName + "/Sounds/change.mp3", ref effects[2]);
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Utilities.SoundFromMp3("Skin/" + skinName + "/Sounds/valid.mp3", ref effects[3]);
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}
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if (Directory.Exists("Skin/" + skinName + "/Textures"))
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{
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if (Directory.Exists("Skin/" + skinName + "/Textures/Hub/"))
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{
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if(Directory.Exists("Skin/" + skinName + "/Textures/Hub/Buttons"))
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{
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for (int i = 0; i < buttonsSprites.Length; i++)
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{
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/topLeft.png", ref buttonsSprites[i].topLeft, GraphicsDevice);
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/topCenter.png", ref buttonsSprites[i].topCenter, GraphicsDevice);
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/topRight.png", ref buttonsSprites[i].topRight, GraphicsDevice);
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/centerLeft.png", ref buttonsSprites[i].centerLeft, GraphicsDevice);
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/centerCenter.png", ref buttonsSprites[i].centerCenter, GraphicsDevice);
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/centerRight.png", ref buttonsSprites[i].centerRight, GraphicsDevice);
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/bottomLeft.png", ref buttonsSprites[i].bottomLeft, GraphicsDevice);
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/bottomCenter.png", ref buttonsSprites[i].bottomCenter, GraphicsDevice);
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Utilities.SpriteFromPng("Skin/" + skinName + "Textures/Hub/Buttons/" + i + "/bottomRight.png", ref buttonsSprites[i].bottomRight, GraphicsDevice);
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}
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}
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for (int i = 0; i < pointerSprites.Length; i++)
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{
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Utilities.SpriteFromPng("Skin/" + skinName + "/Textures/Hub/pointer" + i + ".png", ref pointerSprites[i], GraphicsDevice);
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}
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}
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}
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}
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// TODO: use this.Content to load your game content here
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ChangeTo(GameStatus.Home);
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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oldState = newState;
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newState = Mouse.GetState();
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mouseX = newState.X;
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mouseY = newState.Y;
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GUI.Mouse nowState;
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nowState.leftPress = (oldState.LeftButton == ButtonState.Released && newState.LeftButton == ButtonState.Pressed);
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nowState.leftRelease = (oldState.LeftButton == ButtonState.Pressed && newState.LeftButton == ButtonState.Released);
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nowState.rightPress = (oldState.LeftButton == ButtonState.Released && newState.LeftButton == ButtonState.Pressed);
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nowState.rightRelease = (oldState.LeftButton == ButtonState.Pressed && newState.LeftButton == ButtonState.Released);
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oldKeys = newKeys;
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newKeys = Keyboard.GetState().GetPressedKeys();
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Keys key = Keys.None;
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foreach (Keys newKey in newKeys)
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{
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if (!oldKeys.Contains(newKey)) { key = newKey; }
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}
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if (IsActive)
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{
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EventArgs e = new EventArgs();
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foreach(GUI.Element element in elements.ToArray())
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{
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element.Update(mouseX, mouseY, nowState, key, Keyboard.GetState().IsKeyDown(Keys.LeftShift) || Keyboard.GetState().IsKeyDown(Keys.RightShift),e);
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}
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}
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switch (gameStatus)
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{
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case GameStatus.Home:
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break;
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case GameStatus.Options:
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break;
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case GameStatus.Game:
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break;
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case GameStatus.Pause:
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break;
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case GameStatus.End:
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break;
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case GameStatus.Thanks:
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break;
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}
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.DarkGray);
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spriteBatch.Begin();
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/*
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switch (gameStatus)
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{
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case GameStatus.Home:
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drawElements = true;
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break;
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case GameStatus.Options:
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break;
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case GameStatus.Game:
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break;
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case GameStatus.Pause:
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break;
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case GameStatus.End:
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break;
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case GameStatus.Thanks:
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break;
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}
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*/
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foreach (GUI.Element element in elements)
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{
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element.Draw(spriteBatch);
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}
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spriteBatch.Draw(pointerSprites[0], new Rectangle(mouseX - 10, mouseY - 10, 20, 20), Color.Red);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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private void ChangeTo(GameStatus newGameStatus)
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{
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//Things to do when leave status
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switch (gameStatus)
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{
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case GameStatus.Home:
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break;
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case GameStatus.Options:
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break;
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case GameStatus.Game:
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break;
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case GameStatus.Pause:
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break;
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case GameStatus.End:
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break;
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case GameStatus.Thanks:
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break;
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}
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elements.Clear();
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//Initialise new status
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switch (newGameStatus)
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{
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case GameStatus.Home:
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elements.Add(new GUI.Label(new GUI.Vector(ScreenWidth / 2, ScreenHeight / 4), "Galactic Colors Control", titleFont, new GUI.Colors(Color.DarkRed, Color.Green), GUI.Label.textAlign.centerCenter));
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elements.Add(new GUI.TextField(new GUI.Vector(ScreenWidth / 2, ScreenHeight / 2), null, basicFont, new GUI.Colors(Color.White, Color.WhiteSmoke, Color.LightGray), GUI.Label.textAlign.centerCenter, "Server address", ConnectClick));
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//elements.Add(new GUI.BoxButton(new Rectangle(ScreenWidth / 2 - 100, ScreenHeight * 3 / 4, 200, 40), buttonsSprites[0], new GUI.Colors(Color.White, Color.LightGray, Color.DarkGray), ConnectClick));
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elements.Add(new GUI.BoxLabelButton(new Rectangle(ScreenWidth / 2 - 100, ScreenHeight * 3 / 4,200,40),buttonsSprites[0], new GUI.Colors(Color.White, Color.LightGray, Color.DarkGray), "Connect", basicFont, new GUI.Colors(Color.Black, Color.Black, Color.White), GUI.Label.textAlign.centerCenter, ConnectClick));
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break;
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case GameStatus.Options:
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break;
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case GameStatus.Game:
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break;
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case GameStatus.Pause:
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break;
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case GameStatus.End:
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break;
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case GameStatus.Thanks:
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break;
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}
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gameStatus = newGameStatus;
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}
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private void ConnectClick(object sender, EventArgs e)
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{
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Console.WriteLine("plop");
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}
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}
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}
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