forked from MoonsideGames/MoonWorks
game state system
parent
b252d0eb92
commit
412f0ca179
140
src/Game.cs
140
src/Game.cs
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@ -9,12 +9,11 @@ using System.Diagnostics;
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namespace MoonWorks
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{
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public abstract class Game
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public class Game
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{
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public TimeSpan MAX_DELTA_TIME = TimeSpan.FromMilliseconds(100);
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private bool quit = false;
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bool debugMode;
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private Stopwatch gameTimer;
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private TimeSpan timestep;
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@ -32,6 +31,8 @@ namespace MoonWorks
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public AudioDevice AudioDevice { get; }
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public Inputs Inputs { get; }
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private GameState GameState = null;
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private Dictionary<PresentMode, RefreshCS.Refresh.PresentMode> moonWorksToRefreshPresentMode = new Dictionary<PresentMode, RefreshCS.Refresh.PresentMode>
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{
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{ PresentMode.Immediate, RefreshCS.Refresh.PresentMode.Immediate },
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@ -74,71 +75,22 @@ namespace MoonWorks
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);
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AudioDevice = new AudioDevice();
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this.debugMode = debugMode;
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}
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public void Run()
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{
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#if DEBUG
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if (GameState == null)
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{
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throw new NullReferenceException("Must call SetState before Run!");
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}
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#endif
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while (!quit)
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{
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AdvanceElapsedTime();
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/* We want to wait until the next frame,
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* but we don't want to oversleep. Requesting repeated 1ms sleeps and
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* seeing how long we actually slept for lets us estimate the worst case
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* sleep precision so we don't oversleep the next frame.
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*/
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while (accumulatedElapsedTime + worstCaseSleepPrecision < timestep)
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{
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System.Threading.Thread.Sleep(1);
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TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
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UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
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}
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/* Now that we have slept into the sleep precision threshold, we need to wait
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* for just a little bit longer until the target elapsed time has been reached.
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* SpinWait(1) works by pausing the thread for very short intervals, so it is
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* an efficient and time-accurate way to wait out the rest of the time.
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*/
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while (accumulatedElapsedTime < timestep)
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{
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System.Threading.Thread.SpinWait(1);
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AdvanceElapsedTime();
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}
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// Now that we are going to perform an update, let's handle SDL events.
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HandleSDLEvents();
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// Do not let any step take longer than our maximum.
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if (accumulatedElapsedTime > MAX_DELTA_TIME)
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{
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accumulatedElapsedTime = MAX_DELTA_TIME;
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}
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if (!quit)
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{
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while (accumulatedElapsedTime >= timestep)
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{
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Inputs.Mouse.Wheel = 0;
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Inputs.Update();
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AudioDevice.Update();
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Update(timestep);
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accumulatedElapsedTime -= timestep;
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}
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var alpha = accumulatedElapsedTime / timestep;
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Draw(timestep, alpha);
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}
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Tick();
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}
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OnDestroy();
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AudioDevice.Dispose();
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GraphicsDevice.Dispose();
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Window.Dispose();
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@ -146,6 +98,68 @@ namespace MoonWorks
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SDL.SDL_Quit();
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}
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public void SetState(GameState gameState)
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{
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GameState = gameState;
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GameState.Start();
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}
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private void Tick()
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{
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AdvanceElapsedTime();
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/* We want to wait until the next frame,
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* but we don't want to oversleep. Requesting repeated 1ms sleeps and
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* seeing how long we actually slept for lets us estimate the worst case
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* sleep precision so we don't oversleep the next frame.
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*/
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while (accumulatedElapsedTime + worstCaseSleepPrecision < timestep)
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{
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System.Threading.Thread.Sleep(1);
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TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
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UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
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}
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/* Now that we have slept into the sleep precision threshold, we need to wait
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* for just a little bit longer until the target elapsed time has been reached.
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* SpinWait(1) works by pausing the thread for very short intervals, so it is
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* an efficient and time-accurate way to wait out the rest of the time.
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*/
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while (accumulatedElapsedTime < timestep)
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{
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System.Threading.Thread.SpinWait(1);
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AdvanceElapsedTime();
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}
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// Now that we are going to perform an update, let's handle SDL events.
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HandleSDLEvents();
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// Do not let any step take longer than our maximum.
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if (accumulatedElapsedTime > MAX_DELTA_TIME)
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{
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accumulatedElapsedTime = MAX_DELTA_TIME;
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}
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if (!quit)
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{
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while (accumulatedElapsedTime >= timestep)
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{
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Inputs.Mouse.Wheel = 0;
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Inputs.Update();
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AudioDevice.Update();
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GameState.Update(timestep);
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accumulatedElapsedTime -= timestep;
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}
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var alpha = accumulatedElapsedTime / timestep;
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GameState.Draw(timestep, alpha);
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}
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}
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private void HandleSDLEvents()
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{
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while (SDL.SDL_PollEvent(out var _event) == 1)
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@ -167,14 +181,6 @@ namespace MoonWorks
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}
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}
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protected abstract void Update(TimeSpan dt);
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// alpha refers to a percentage value between the current and next state
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protected abstract void Draw(TimeSpan dt, double alpha);
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// Clean up any objects you created in this function
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protected abstract void OnDestroy();
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private void HandleTextInput(SDL2.SDL.SDL_Event evt)
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{
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// Based on the SDL2# LPUtf8StrMarshaler
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@ -0,0 +1,26 @@
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using System;
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using MoonWorks.Audio;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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namespace MoonWorks
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{
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public abstract class GameState
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{
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protected readonly Game Game;
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public Window Window => Game.Window;
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public GraphicsDevice GraphicsDevice => Game.GraphicsDevice;
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public AudioDevice AudioDevice => Game.AudioDevice;
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public Inputs Inputs => Game.Inputs;
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public GameState(Game game)
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{
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Game = game;
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}
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public abstract void Start();
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public abstract void Update(TimeSpan delta);
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public abstract void Draw(TimeSpan delta, double alpha);
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}
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}
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