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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 | #region CHANGELOG /* * Axios Engine * * By: Nathan Adams * * CHANGELOG * * 1.0.0.0 * - Initial Version * * 1.0.0.1 * - Adding staic function SetResolution * * 1.0.0.2 * - Adding flag when removing object from Farseer to prevent it from getting removed twice * * 1.0.0.3 * - Axios.Engine.File namespace * - Adding title file reading support * - Adding iosloated file storage support * * 1.0.0.4 - 3/9/2012 * - Condensing AddGameObject into a single method * * 1.0.0.5 - 3/9/2012 * - Adding checks in MenuScreen to make sure screen doesn't get struck in transition * * 1.0.0.6 - 3/10/2012 * - Added Singleton class * - Added Logging class * - Added LoggingFlag flags * - Added static loglevel setting * - Moving some enums out of classes * - Adding AxiosRegularFile class * * 1.0.0.7 - 3/11/2012 * - Adding IAxiosFile interface * * 1.0.0.8 - 3/15/2012 * - Adding code for breakable bodies * * 1.0.0.9 - 3/16/2012 * - Changeing the complex objects alot - now they are more like "chained" objects * - Adding checks for if objects are getting deleted too fast * * 1.0.1.0 - 3/20/2012 * - Taking out hard coded debug statements for the screen system * - Adding field to allow/disallow automated mouse joints per object * - Fixing bug with last screen not exiting if it is a background screen * * 1.0.1.1 - 3/22/2012 * - Fixing UI collision with mouse pointer * - Adding AxiosRectangle and AxiosPoint classes * - Adding properties in DrawableAxiosGameObject to turn on/off the following: * - AdjustUnits * - RelativeToCamera * - Cleaning and sorting using statements * * 1.0.1.2 - 4/1/2012 * - Making AxiosTimer inheirt from AxiosGameObject for it to be casted properly * * 1.0.1.3 - 4/7/2012 * - Adding a check in the AxiosTimer update to only tick if the game is active * * 1.0.1.4 - 4/27/2012 * - Merging the new GSM * * 1.0.1.5 - 5/5/2012 * - Adding SplitFlat extension for Texture2D * - Removing uneeded Game Screen checking code * - Adding SplitFlat extension with offsets for Texture2D * - Adding support for Gleed2D * - Splitting the code for Gleed2D into seperate files * - Adding a cache for loading in textures for Gleed2D * - Adding GetStream(FileMode) to get the stream of a file * - Adding support to load a Gleed2D level from a stream * - Adjusting units for Gleed2D position for Farseer bodies * - Modfying draw method in AxiosGameScreen to draw Gleed2D textures * - Fixing path placement in Farseer * - Moving base.draw to last in AxiosGameScreen to make sure Farseer debug information is visible * - Removing old debugging code * - Adding an extension to determine what side the objects collided on * - Correcting misspelling of Extensions in String and Texture2D * * 1.0.1.6 - 5/18/2012 * - Adding cut extension - [Author: BJD] * - Adding support for custom handling of Gleed2D items * */ #endregion using System.Reflection; using Axios.Engine.Log; using Microsoft.Xna.Framework; namespace Axios { public enum ResolutionSetting { Windows, Xbox360, WP7_Portrait, WP7_Landscape } public static class Settings { public static LoggingFlag Loglevel = LoggingFlag.ALL; #if WINDOWS public static string Version = "Axios Engine " + Assembly.GetExecutingAssembly().GetName().Version.ToString(); #elif XBOX360 || WINDOWS_PHONE private static AssemblyName assemblyref = new AssemblyName(Assembly.GetExecutingAssembly().FullName); public static string Version = "Axios Engine " + Settings.assemblyref.Version; #endif public static bool ScreenSaver = false ; private static ResolutionSetting _ressetting; /// <summary> /// We should have two seperate resolutions for seperate devices. /// This way you can have one source to preform calculations on world size depending on the device. /// </summary> public static void SetResolution(GraphicsDeviceManager graphics, ResolutionSetting setting) { //height is first graphics.PreferredBackBufferHeight = GetResolution(setting)[0]; graphics.PreferredBackBufferWidth = GetResolution(setting)[1]; _ressetting = setting; } private static int [] GetResolution(ResolutionSetting setting) { int [] screendim = new int [2]; screendim[0] = 0; screendim[1] = 0; if (setting == ResolutionSetting.Windows || setting == ResolutionSetting.Xbox360) { screendim[0] = 720; screendim[1] = 1280; } if (setting == ResolutionSetting.WP7_Landscape) { screendim[0] = 480; screendim[1] = 800; } else if (setting == ResolutionSetting.WP7_Portrait) { screendim[0] = 800; screendim[1] = 480; } return screendim; } public static float GetHeightScale() { if (_ressetting == ResolutionSetting.WP7_Landscape || _ressetting == ResolutionSetting.WP7_Portrait) { return ( float )GetResolution(_ressetting)[0] / ( float )GetResolution(ResolutionSetting.Windows)[0]; } else { return 1f; } } public static float GetWidthScale() { if (_ressetting == ResolutionSetting.WP7_Landscape || _ressetting == ResolutionSetting.WP7_Portrait) { return ( float )GetResolution(_ressetting)[1] / ( float )GetResolution(ResolutionSetting.Windows)[1]; } else { return 1f; } } public static float GetScale() { return GetHeightScale() / GetWidthScale(); } public static float DisplayUnitToSimUnitRatio = 24f; } } |
Source at commit 146c889e02bc created 12 years 7 months ago. By Nathan Adams, Merging |
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