document the Game class
parent
abdcac1608
commit
0c76c568a4
53
src/Game.cs
53
src/Game.cs
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@ -9,6 +9,12 @@ using System.Diagnostics;
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namespace MoonWorks
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namespace MoonWorks
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{
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{
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/// <summary>
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/// This class is your entry point into controlling your game. <br/>
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/// It manages the main game loop and subsystems. <br/>
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/// You should inherit this class and implement Update and Draw methods. <br/>
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/// Then instantiate your Game subclass from your Program.Main method and call the Run method.
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/// </summary>
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public abstract class Game
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public abstract class Game
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{
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{
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public TimeSpan MAX_DELTA_TIME = TimeSpan.FromMilliseconds(100);
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public TimeSpan MAX_DELTA_TIME = TimeSpan.FromMilliseconds(100);
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@ -33,8 +39,18 @@ namespace MoonWorks
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public AudioDevice AudioDevice { get; }
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public AudioDevice AudioDevice { get; }
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public Inputs Inputs { get; }
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public Inputs Inputs { get; }
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/// <summary>
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/// This Window is automatically created when your Game is instantiated.
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/// </summary>
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public Window MainWindow { get; }
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public Window MainWindow { get; }
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/// <summary>
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/// Instantiates your Game.
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/// </summary>
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/// <param name="windowCreateInfo">The parameters that will be used to create the MainWindow.</param>
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/// <param name="frameLimiterSettings">The frame limiter settings.</param>
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/// <param name="targetTimestep">How often Game.Update will run in terms of ticks per second.</param>
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/// <param name="debugMode">If true, enables extra debug checks. Should be turned off for release builds.</param>
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public Game(
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public Game(
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WindowCreateInfo windowCreateInfo,
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WindowCreateInfo windowCreateInfo,
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FrameLimiterSettings frameLimiterSettings,
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FrameLimiterSettings frameLimiterSettings,
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@ -77,6 +93,9 @@ namespace MoonWorks
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AudioDevice = new AudioDevice();
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AudioDevice = new AudioDevice();
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}
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}
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/// <summary>
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/// Initiates the main game loop. Call this once from your Program.Main method.
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/// </summary>
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public void Run()
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public void Run()
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{
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{
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MainWindow.Show();
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MainWindow.Show();
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@ -106,6 +125,9 @@ namespace MoonWorks
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SDL.SDL_Quit();
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SDL.SDL_Quit();
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}
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}
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/// <summary>
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/// Updates the frame limiter settings.
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/// </summary>
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public void SetFrameLimiter(FrameLimiterSettings settings)
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public void SetFrameLimiter(FrameLimiterSettings settings)
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{
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{
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FramerateCapped = settings.Mode == FrameLimiterMode.Capped;
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FramerateCapped = settings.Mode == FrameLimiterMode.Capped;
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@ -120,23 +142,42 @@ namespace MoonWorks
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}
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}
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}
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}
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/// <summary>
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/// Starts the game shutdown process.
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/// </summary>
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public void Quit()
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public void Quit()
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{
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{
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quit = true;
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quit = true;
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}
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}
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/// <summary>
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/// Will execute at the specified targetTimestep you provided when instantiating your Game class.
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/// </summary>
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/// <param name="delta"></param>
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protected abstract void Update(TimeSpan delta);
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protected abstract void Update(TimeSpan delta);
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/// <summary>
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/// If the frame limiter mode is Capped, this will run at most Cap times per second. <br />
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/// Otherwise it will run as many times as possible.
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/// </summary>
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/// <param name="alpha">A value from 0-1 describing how "in-between" update ticks it is called. Useful for interpolation.</param>
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protected abstract void Draw(double alpha);
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protected abstract void Draw(double alpha);
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/// <summary>
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/// You can optionally override this to perform cleanup tasks before the game quits.
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/// </summary>
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protected virtual void Destroy() {}
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protected virtual void Destroy() {}
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// Called when a file is dropped on the game window.
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/// <summary>
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/// Called when a file is dropped on the game window.
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/// </summary>
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protected virtual void DropFile(string filePath) {}
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protected virtual void DropFile(string filePath) {}
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/* Required to distinguish between multiple files dropped at once
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/// <summary>
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* vs multiple files dropped one at a time.
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/// Required to distinguish between multiple files dropped at once
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*
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/// vs multiple files dropped one at a time.
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* Called once for every multi-file drop.
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/// Called once for every multi-file drop.
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*/
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/// </summary>
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protected virtual void DropBegin() {}
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protected virtual void DropBegin() {}
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protected virtual void DropComplete() {}
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protected virtual void DropComplete() {}
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