document the Game class

remotes/1734711610904720328/main
cosmonaut 2023-09-19 17:04:28 -07:00
parent abdcac1608
commit 0c76c568a4
1 changed files with 47 additions and 6 deletions

View File

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