using System;
using System.Collections.Generic;
using System.Linq;
using Forms = System.Windows.Forms;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace GLEED2D
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
public SpriteBatch spriteBatch;
GamePadState gamepadstate, oldgamepadstate;
KeyboardState keyboardstate, oldkeyboardstate;
public Forms.Form winform;
private IntPtr drawSurface;
public static Game1 Instance;
public Game1(IntPtr drawSurface)
{
Logger.Instance.log("Game1 creation started.");
Instance = this;
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
Content.RootDirectory = "Content";
Logger.Instance.log("Creating Winform.");
this.drawSurface = drawSurface;
graphics.PreparingDeviceSettings += new EventHandler(graphics_PreparingDeviceSettings);
winform = (Forms.Form)Forms.Form.FromHandle(Window.Handle);
winform.VisibleChanged += new EventHandler(Game1_VisibleChanged);
winform.Size = new System.Drawing.Size(10, 10);
Mouse.WindowHandle = drawSurface;
resizebackbuffer(MainForm.Instance.pictureBox1.Width, MainForm.Instance.pictureBox1.Height);
winform.Hide();
Logger.Instance.log("Winform created.");
Logger.Instance.log("Game1 creation ended.");
}
void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters.DeviceWindowHandle = drawSurface;
}
private void Game1_VisibleChanged(object sender, EventArgs e)
{
winform.Hide();
winform.Size = new System.Drawing.Size(10, 10);
winform.Visible = false;
}
///
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
///
protected override void Initialize()
{
Logger.Instance.log("Creating Editor object.");
new Editor();
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
}
public void resizebackbuffer(int width, int height)
{
graphics.PreferredBackBufferWidth = width;
graphics.PreferredBackBufferHeight = height;
graphics.ApplyChanges();
}
///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent()
{
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
if (!MainForm.Instance.pictureBox1.ContainsFocus) return;
gamepadstate = GamePad.GetState(PlayerIndex.One);
if (gamepadstate.IsConnected)
{
if (gamepadstate.Buttons.Back == ButtonState.Pressed) this.Exit();
}
keyboardstate = Keyboard.GetState();
Editor.Instance.update(gameTime);
oldgamepadstate = gamepadstate;
oldkeyboardstate = keyboardstate;
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
float fps = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds;
MainForm.Instance.toolStripStatusLabel4.Text = "FPS: " + fps.ToString("#0.00");
Editor.Instance.draw(spriteBatch);
base.Draw(gameTime);
}
}
}