Update Game, add IGame.
This commit is contained in:
@@ -1,16 +1,29 @@
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using Voile;
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using Voile.Resources;
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using Voile.Utils;
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using Voile.Input;
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using Voile.Systems.Particles;
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using System.Numerics;
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics;
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using Voile.Rendering;
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public class TestGame : BaseGame
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public class TestGame : Game
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{
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public override string Name => "Jump Adventures 2";
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public override string ResourceRoot => "Resources/";
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public override void Initialize()
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{
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InitializeSystemsDefault();
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_particleSystem = new ParticleSystem();
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AddSystemToUpdate(_particleSystem);
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}
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public override void Shutdown()
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{
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ShutdownDefault();
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}
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protected override void LoadResources()
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{
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ResourceManager.AddResourceLoaderAssociation(new ParticleEmitterSettingsResourceLoader());
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@@ -30,19 +43,14 @@ public class TestGame : BaseGame
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protected override void Ready()
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{
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_particleSystem = new ParticleSystem();
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Input.AddInputMapping("reload", new InputAction[] { new KeyInputAction(KeyboardKey.R) });
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_particleSimStopwatch = new Stopwatch();
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_emitterId = _particleSystem.CreateEmitter(Renderer.WindowSize / 2, _fireEffect);
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}
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protected override void Update(double deltaTime)
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{
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_particleSimStopwatch = Stopwatch.StartNew();
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_particleSystem!.Update(deltaTime);
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_particleSimStopwatch.Stop();
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}
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protected override void Render(double deltaTime)
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@@ -70,18 +78,16 @@ public class TestGame : BaseGame
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}
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Renderer.ResetTransform();
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Renderer.DrawText(_font, $"Particle Sim: {_particleSimStopwatch.Elapsed.TotalMilliseconds} ms", Color.White);
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Renderer.SetTransform(new Vector2(0.0f, 16.0f), Vector2.Zero);
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Renderer.DrawText(_font, $"Render: {RenderFrameTime.TotalMilliseconds:F1} ms", Color.White);
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Renderer.SetTransform(new Vector2(0.0f, 32.0f), Vector2.Zero);
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Renderer.SetTransform(new Vector2(0.0f, 16.0f), Vector2.Zero);
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Renderer.DrawText(_font, $"Update: {UpdateTimeStep * 1000:F1} ms", Color.White);
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}
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private void DrawEmitter(ParticleEmitter emitter)
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{
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Renderer.BeginBlended(Voile.Rendering.BlendMode.BlendAlpha);
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Renderer.BeginBlended(BlendMode.BlendAlpha);
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var maxParticles = emitter.Settings.MaxParticles;
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var particleSize = new Vector2(16.0f, 16.0f);
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@@ -99,11 +105,8 @@ public class TestGame : BaseGame
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}
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[NotNull] private ParticleSystem _particleSystem;
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private Stopwatch _particleSimStopwatch;
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private int _emitterId;
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private ResourceRef<ParticleEmitterSettingsResource> _fireEffect;
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private ResourceRef<Font> _font;
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private ResourceRef<Texture2d> _icon;
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private Logger _logger = new(nameof(TestGame));
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}
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@@ -1,43 +1,51 @@
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using Voile.Input;
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using Voile.Rendering;
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using Voile.Resources;
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namespace Voile
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{
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public interface IGame
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{
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string Name { get; }
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/// <summary>
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/// Resource root path for this game.
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/// </summary>
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string ResourceRoot { get; }
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void Start();
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void Run();
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void Shutdown();
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}
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/// <summary>
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/// Entry point for the Voile game.
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/// </summary>
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public abstract class Game
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public abstract class Game : IGame
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{
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public double UpdateTimeStep { get; set; } = 1.0 / 60.0;
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public TimeSpan UpdateFrameTime { get; private set; }
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public TimeSpan RenderFrameTime { get; private set; }
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/// <summary>
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/// The ResourceManager associated with this game.
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/// </summary>
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protected ResourceManager ResourceManager { get; private set; }
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protected ResourceManager ResourceManager { get; private set; } = new();
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/// <summary>
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/// The InputHandler associated with this game. Uses <see cref="RaylibInputSystem"/> by default.
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/// </summary>
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protected InputSystem Input { get; private set; }
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protected InputSystem? Input { get; set; }
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/// <summary>
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/// The Renderer associated with this game. Uses <see cref="RaylibRenderSystem"/> by default.
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/// </summary>
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protected RenderSystem Renderer { get; private set; }
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/// <summary>
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/// Resource root path for this game.
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/// </summary>
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public virtual string ResourceRoot => "Resources/";
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/// <summary>
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/// Path to the engine configuration file.
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/// </summary>
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public virtual string EngineConfigPath => "engine.config";
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protected RenderSystem? Renderer { get; set; }
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/// <summary>
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/// Name of this game. Also used as a default window title.
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/// </summary>
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public virtual string Name => "";
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public virtual string Name => "Voile Game";
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public virtual string ResourceRoot => "Resources/";
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/// <summary>
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/// Default game constructor.
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@@ -45,19 +53,16 @@ namespace Voile
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public Game()
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{
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ResourceManager = new ResourceManager();
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Input = new RaylibInputSystem();
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Renderer = new RaylibRenderSystem();
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Initialize();
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}
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/// <summary>
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/// Game constructor with custom systems.
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/// </summary>
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/// <param name="resourceManager"></param>
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/// <param name="inputSystem"></param>
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/// <param name="renderSystem"></param>
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public Game(ResourceManager resourceManager, InputSystem inputSystem, RenderSystem renderSystem)
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public Game(InputSystem inputSystem, RenderSystem renderSystem)
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{
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ResourceManager = resourceManager;
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Input = inputSystem;
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Renderer = renderSystem;
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}
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@@ -83,83 +88,77 @@ namespace Voile
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throw new NullReferenceException("No ResourceManager provided.");
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}
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Initialize();
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LoadResources();
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Ready();
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Run();
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Shutdown();
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}
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/// <summary>
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/// Initializes subsystems using default types and settings.
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/// Initializes systems using default types and settings.
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/// </summary>
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public void InitializeDefault()
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public void InitializeSystemsDefault()
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{
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ResourceManager.ResourceRoot = ResourceRoot;
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Input = new RaylibInputSystem();
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if (Renderer is null)
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{
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Renderer = new RaylibRenderSystem();
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}
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if (Input is null)
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{
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Input = new RaylibInputSystem();
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}
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Input.Start();
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InitializeRenderer();
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}
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public void ShutdownDefault()
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{
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Input.Dispose();
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Renderer.Dispose();
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Input?.Dispose();
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Renderer?.Dispose();
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ResourceManager.Dispose();
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}
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/// <summary>
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/// Called when it's time to initialize the subsystems, or modify default game settings or system settings.
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/// Adds a system that will start together with the game.
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/// </summary>
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public abstract void Initialize();
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/// <param name="system"></param>
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public void AddSystem([DisallowNull] IStartableSystem system)
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{
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_startableSystems.Add(system);
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}
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/// <summary>
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/// Called when it's safe to manipulate the resources or/and systems.
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/// You can safely create game objects, scenes, etc. in this method.
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/// Adds a system to the Update step.
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/// </summary>
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protected abstract void Ready();
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/// <param name="system"></param>
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public void AddSystemToUpdate([DisallowNull] IUpdatableSystem system)
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{
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_updatableSystems.Add(system);
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}
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/// <summary>
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/// Adds a system to the render step.
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/// </summary>
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/// <param name="system"></param>
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public void AddSystemToRender([DisallowNull] IUpdatableSystem system)
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{
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_renderableSystems.Add(system);
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}
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/// <summary>
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/// Called when everything has been readied to start the main loop.
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/// </summary>
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protected abstract void Run();
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/// <summary>
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/// Called when the application quits and it's safe to clean up.
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/// </summary>
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public abstract void Shutdown();
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private void InitializeRenderer()
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public void Run()
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{
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var windowSettings = WindowSettings.Default;
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if (!string.IsNullOrWhiteSpace(Name))
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windowSettings.Title = Name;
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Renderer.Start(RendererSettings.Default);
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}
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if (Renderer is null)
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{
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throw new NullReferenceException("No renderer provided.");
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}
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public abstract class BaseGame : Game
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{
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public double UpdateTimeStep { get; set; } = 1.0 / 60.0;
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public TimeSpan UpdateFrameTime { get; private set; }
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public TimeSpan RenderFrameTime { get; private set; }
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public override void Initialize()
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{
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LoadResources();
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InitializeDefault();
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}
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public override void Shutdown() => ShutdownDefault();
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/// <summary>
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/// Called when it's time to load the game's resources, such as images or sounds.
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/// </summary>
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protected abstract void LoadResources();
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protected override void Run()
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{
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Stopwatch stopwatch = Stopwatch.StartNew();
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double previousTime = stopwatch.Elapsed.TotalSeconds;
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@@ -173,11 +172,22 @@ namespace Voile
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while (_accumulator >= UpdateTimeStep)
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{
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foreach (var system in _updatableSystems)
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{
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system.Update(UpdateTimeStep);
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}
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Update(UpdateTimeStep);
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_accumulator -= UpdateTimeStep;
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}
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Renderer.BeginFrame();
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foreach (var system in _renderableSystems)
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{
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system.Update(Renderer.FrameTime);
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}
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Render(Renderer.FrameTime);
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Renderer.EndFrame();
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@@ -185,6 +195,21 @@ namespace Voile
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}
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}
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/// <summary>
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/// Called when it's time to initialize the subsystems, or modify default game settings or system settings.
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/// </summary>
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public abstract void Initialize();
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/// <summary>
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/// Called when it's safe to manipulate the resources or/and systems.
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/// You can safely create game objects, scenes, etc. in this method.
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/// </summary>
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protected abstract void Ready();
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/// <summary>
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/// Called when it's time to load the game's resources, such as images or sounds.
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/// </summary>
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protected abstract void LoadResources();
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/// <summary>
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/// Triggered on each fixed timestep. Update your game's state here.
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/// </summary>
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@@ -196,6 +221,28 @@ namespace Voile
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/// <param name="deltaTime"></param>
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protected abstract void Render(double deltaTime);
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/// <summary>
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/// Called when the application quits and it's safe to clean up.
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/// </summary>
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public abstract void Shutdown();
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private void InitializeRenderer()
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{
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var windowSettings = WindowSettings.Default;
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if (!string.IsNullOrWhiteSpace(Name))
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windowSettings.Title = Name;
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var renderSettings = RendererSettings.Default;
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renderSettings.WindowSettings = windowSettings;
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Renderer?.Start(renderSettings);
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}
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private List<IStartableSystem> _startableSystems = new();
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private List<IUpdatableSystem> _updatableSystems = new();
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private List<IUpdatableSystem> _renderableSystems = new();
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private double _accumulator;
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}
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}
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