Basic GUI library!

This commit is contained in:
Simon Holmberg
2012-10-09 19:18:14 +02:00
parent 6e3b2f2f94
commit ff17d421fe
8 changed files with 469 additions and 151 deletions
+176 -151
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@@ -1,161 +1,186 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Diagnostics;
using Microsoft.Xna.Framework; using System.Linq;
using Microsoft.Xna.Framework.Audio; using DepthsBelow.GUI;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow using Microsoft.Xna.Framework.Media;
{
/// <summary> namespace DepthsBelow
/// This is the main type for your game {
/// </summary> /// <summary>
public class Core : Microsoft.Xna.Framework.Game /// This is the main type for your game
{ /// </summary>
public class Core : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager GraphicsDeviceManager; public static GraphicsDeviceManager GraphicsDeviceManager;
SpriteBatch spriteBatch; SpriteBatch spriteBatch;
public Camera Camera; public Camera Camera;
public static MouseInput MouseInput; public static MouseInput MouseInput;
public static KeyboardInput KeyboardInput; public static KeyboardInput KeyboardInput;
public List<Soldier> Squad; public List<Soldier> Squad;
public List<SmallEnemy> Swarm; public List<SmallEnemy> Swarm;
public static Map Map; public static Map Map;
public SmallEnemy TestMonster; public SmallEnemy TestMonster;
public Core() public Core()
{ {
GraphicsDeviceManager = new GraphicsDeviceManager(this); GraphicsDeviceManager = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content"; Content.RootDirectory = "Content";
GraphicsDeviceManager.PreferredBackBufferWidth = 1280; GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
GraphicsDeviceManager.PreferredBackBufferHeight = 720; GraphicsDeviceManager.PreferredBackBufferHeight = 720;
GraphicsDeviceManager.IsFullScreen = false; GraphicsDeviceManager.IsFullScreen = false;
//graphics.SynchronizeWithVerticalRetrace = false; //graphics.SynchronizeWithVerticalRetrace = false;
this.IsFixedTimeStep = false; this.IsFixedTimeStep = false;
GraphicsDeviceManager.ApplyChanges(); GraphicsDeviceManager.ApplyChanges();
this.IsMouseVisible = true; this.IsMouseVisible = true;
} }
/// <summary> /// <summary>
/// Allows the game to perform any initialization it needs to before starting to run. /// 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 /// 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 /// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well. /// and initialize them as well.
/// </summary> /// </summary>
protected override void Initialize() protected override void Initialize()
{ {
// TODO: Add your initialization logic here // TODO: Add your initialization logic here
Camera = new Camera(this); Camera = new Camera(this);
Squad = new List<Soldier>(); Squad = new List<Soldier>();
Swarm = new List<SmallEnemy>(); Swarm = new List<SmallEnemy>();
TestMonster = new SmallEnemy(this, ref Swarm); TestMonster = new SmallEnemy(this, ref Swarm);
base.Initialize(); base.Initialize();
} }
/// <summary> /// <summary>
/// LoadContent will be called once per game and is the place to load /// LoadContent will be called once per game and is the place to load
/// all of your content. /// all of your content.
/// </summary> /// </summary>
protected override void LoadContent() protected override void LoadContent()
{ {
// Create a new SpriteBatch, which can be used to draw textures. // Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice); spriteBatch = new SpriteBatch(GraphicsDevice);
Map = Content.Load<Map>("maps/Cave.Level1"); Map = Content.Load<Map>("maps/Cave.Level1");
// Load map objects // Load map objects
Map.ParseObjects(this); Map.ParseObjects(this);
// TODO: use this.Content to load your game content here // TODO: use this.Content to load your game content here
Soldier.LoadContent(this); Soldier.LoadContent(this);
SmallEnemy.LoadContent(this); SmallEnemy.LoadContent(this);
MouseInput = new MouseInput(this); MouseInput = new MouseInput(this);
MouseInput.LoadContent(); MouseInput.LoadContent();
KeyboardInput = new KeyboardInput(this); KeyboardInput = new KeyboardInput(this);
}
// Test GUI frames
/// <summary> var frame = new GUI.Button()
/// UnloadContent will be called once per game and is the place to unload {
/// all content. X = 100,
/// </summary> Width = 48,
protected override void UnloadContent() Height = 23,
{ Texture = Content.Load<Texture2D>("images/Enter"),
// TODO: Unload any non ContentManager content here OnClick = delegate(Point clickPos)
} {
Debug.WriteLine("That ugly button was clicked at (" + clickPos.X + "," + clickPos.Y + ")");
/// <summary> }
/// Allows the game to run logic such as updating the world, };
/// checking for collisions, gathering input, and playing audio. var text = new GUI.Text(Content.Load<SpriteFont>("Arial"));
/// </summary> text.Value = "Hello world!";
/// <param name="gameTime">Provides a snapshot of timing values.</param> frame.Add(text);
protected override void Update(GameTime gameTime) }
{
// Allows the game to exit /// <summary>
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) /// UnloadContent will be called once per game and is the place to unload
this.Exit(); /// all content.
/// </summary>
Camera.Update(gameTime); protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
Camera.Update(gameTime);
MouseInput.Update(gameTime); MouseInput.Update(gameTime);
KeyboardInput.Update(gameTime); KeyboardInput.Update(gameTime);
// Update soldiers in squad // Update soldiers in squad
foreach (var soldier in Squad) foreach (var soldier in Squad)
soldier.Update(gameTime); soldier.Update(gameTime);
foreach (var body in Swarm) foreach (var body in Swarm)
body.Update(gameTime); body.Update(gameTime);
base.Update(gameTime); GUIManager.Update(gameTime);
}
base.Update(gameTime);
/// <summary> }
/// This is called when the game should draw itself.
/// </summary> /// <summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param> /// This is called when the game should draw itself.
protected override void Draw(GameTime gameTime) /// </summary>
{ /// <param name="gameTime">Provides a snapshot of timing values.</param>
GraphicsDevice.Clear(Color.Black); protected override void Draw(GameTime gameTime)
{
// Start drawing using the Camera transform GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
Camera.Transform); // Start drawing using the Camera transform
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
// Draw the level Camera.Transform);
Map.Draw(spriteBatch);
// Draw the level
// Draw units Map.Draw(spriteBatch);
foreach (var soldier in Squad)
{ // Draw units
var sr = soldier.GetComponent<Component.SpriteRenderer>(); foreach (var soldier in Squad)
if (sr != null) {
sr.Draw(spriteBatch); var sr = soldier.GetComponent<Component.SpriteRenderer>();
} if (sr != null)
foreach (var body in Swarm) sr.Draw(spriteBatch);
{ }
var sr = body.GetComponent<Component.SpriteRenderer>(); foreach (var body in Swarm)
if (sr != null) {
sr.Draw(spriteBatch); var sr = body.GetComponent<Component.SpriteRenderer>();
} if (sr != null)
sr.Draw(spriteBatch);
// Draw mouse input visuals }
// Draw mouse input visuals
MouseInput.Draw(spriteBatch); MouseInput.Draw(spriteBatch);
TestMonster.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch); TestMonster.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch);
spriteBatch.End(); spriteBatch.End();
base.Draw(gameTime); // Start drawing GUI components
} spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
} GUIManager.Draw(spriteBatch);
} spriteBatch.End();
base.Draw(gameTime);
}
}
}
@@ -122,6 +122,10 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Camera.cs" /> <Compile Include="Camera.cs" />
<Compile Include="GUIManager.cs" />
<Compile Include="GUI\Button.cs" />
<Compile Include="GUI\Frame.cs" />
<Compile Include="GUI\Text.cs" />
<Compile Include="KeyboardInput.cs" /> <Compile Include="KeyboardInput.cs" />
<Compile Include="Component\PathFinder.cs" /> <Compile Include="Component\PathFinder.cs" />
<Compile Include="Component\Transform.cs" /> <Compile Include="Component\Transform.cs" />
@@ -186,6 +190,7 @@
<ItemGroup> <ItemGroup>
<None Include="DepthsBelow_TemporaryKey.pfx" /> <None Include="DepthsBelow_TemporaryKey.pfx" />
</ItemGroup> </ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" /> <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<!-- <!--
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow.GUI
{
public class Button : Frame
{
public delegate void OnClickHandler(Point pos);
public OnClickHandler OnClick;
private MouseState lastMouseState;
public Button()
{
}
/*public void OnClick(Point pos)
{
Debug.WriteLine(this + " was clicked at (" + pos.X + "," + pos.Y + ")");
}*/
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
MouseState ms = Mouse.GetState();
if (ms.LeftButton == ButtonState.Released && lastMouseState.LeftButton == ButtonState.Pressed)
{
// HACK: This should be handled globally somewhere else to prevent event bubbling
if (
ms.X >= Rectangle.Left
&& ms.X < Rectangle.Right
&& ms.Y >= Rectangle.Top
&& ms.Y < Rectangle.Bottom)
{
if (OnClick != null)
{
var clickPos = new Point(ms.X - Rectangle.X, ms.Y - Rectangle.Y);
OnClick(clickPos);
}
}
}
lastMouseState = ms;
}
public override void Draw(SpriteBatch spriteBatch)
{
//spriteBatch.DrawString(Font, Value, new Vector2(Rectangle.X + Parent.Rectangle.X, Rectangle.Y + Parent.Rectangle.Y), Color);
base.Draw(spriteBatch);
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace DepthsBelow.GUI
{
public class Frame
{
public int Width
{
get { return this.Rectangle.Width; }
set { this.Rectangle.Width = value; }
}
public int Height
{
get { return this.Rectangle.Height; }
set { this.Rectangle.Height = value; }
}
public int X
{
get { return this.Rectangle.X; }
set { this.Rectangle.X = value; }
}
public int Y
{
get { return this.Rectangle.Y; }
set { this.Rectangle.Y = value; }
}
public Rectangle Rectangle;
public Texture2D Texture;
public Color Color;
public bool Visible = true;
public Frame Parent;
public List<Frame> Children;
public Frame()
{
this.Rectangle = Rectangle.Empty;
this.Texture = null;
this.Color = Color.White;
this.Children = new List<Frame>();
GUIManager.Add(this);
}
public void Add(Frame childFrame)
{
childFrame.Parent = this;
if (!Children.Contains(childFrame))
Children.Add(childFrame);
}
public void Remove(Frame childFrame)
{
if (Children.Contains(childFrame))
Children.Remove(childFrame);
}
public void Destroy()
{
if (Parent != null)
Parent.Remove(this);
GUIManager.Remove(this);
}
public virtual void Update(GameTime gameTime)
{
foreach (var child in Children)
child.Update(gameTime);
}
public virtual void Draw(SpriteBatch spriteBatch)
{
if (Visible)
{
if (Texture != null)
spriteBatch.Draw(Texture, Rectangle, Color);
foreach (var child in Children)
child.Draw(spriteBatch);
}
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace DepthsBelow.GUI
{
class Text : Frame
{
public String Value;
public SpriteFont Font;
public Color Color;
public Text(SpriteFont font)
: base()
{
this.Font = font;
this.Color = Color.Black;
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
spriteBatch.DrawString(Font, Value, new Vector2(Rectangle.X + Parent.Rectangle.X, Rectangle.Y + Parent.Rectangle.Y), Color);
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using DepthsBelow.GUI;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace DepthsBelow
{
static class GUIManager
{
public static List<Frame> Frames = new List<Frame>();
public static void Add(Frame frame)
{
Frames.Add(frame);
}
public static void Remove(Frame frame)
{
Frames.Remove(frame);
}
public static void Update(GameTime gameTime)
{
foreach (var frame in Frames)
frame.Update(gameTime);
}
public static void Draw(SpriteBatch spriteBatch)
{
foreach (var frame in Frames)
frame.Draw(spriteBatch);
}
}
}
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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Berlin Sans FB</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>11</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
@@ -113,6 +113,13 @@
<Processor>TextureProcessor</Processor> <Processor>TextureProcessor</Processor>
</Compile> </Compile>
</ItemGroup> </ItemGroup>
<ItemGroup>
<Compile Include="Arial.spritefont">
<Name>Arial</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" /> <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.