1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490
|
#region License
/*
Microsoft Public License (Ms-PL)
MonoGame - Copyright © 2009-2011 The MonoGame Team
All rights reserved.
This license governs use of the accompanying software. If you use the software,
you accept this license. If you do not accept the license, do not use the
software.
1. Definitions
The terms "reproduce," "reproduction," "derivative works," and "distribution"
have the same meaning here as under U.S. copyright law.
A "contribution" is the original software, or any additions or changes to the
software.
A "contributor" is any person that distributes its contribution under this
license.
"Licensed patents" are a contributor's patent claims that read directly on its
contribution.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the
license conditions and limitations in section 3, each contributor grants you a
non-exclusive, worldwide, royalty-free copyright license to reproduce its
contribution, prepare derivative works of its contribution, and distribute its
contribution or any derivative works that you create.
(B) Patent Grant- Subject to the terms of this license, including the license
conditions and limitations in section 3, each contributor grants you a
non-exclusive, worldwide, royalty-free license under its licensed patents to
make, have made, use, sell, offer for sale, import, and/or otherwise dispose of
its contribution in the software or derivative works of the contribution in the
software.
3. Conditions and Limitations
(A) No Trademark License- This license does not grant you rights to use any
contributors' name, logo, or trademarks.
(B) If you bring a patent claim against any contributor over patents that you
claim are infringed by the software, your patent license from such contributor
to the software ends automatically.
(C) If you distribute any portion of the software, you must retain all
copyright, patent, trademark, and attribution notices that are present in the
software.
(D) If you distribute any portion of the software in source code form, you may
do so only under this license by including a complete copy of this license with
your distribution. If you distribute any portion of the software in compiled or
object code form, you may only do so under a license that complies with this
license.
(E) The software is licensed "as-is." You bear the risk of using it. The
contributors give no express warranties, guarantees or conditions. You may have
additional consumer rights under your local laws which this license cannot
change. To the extent permitted under your local laws, the contributors exclude
the implied warranties of merchantability, fitness for a particular purpose and
non-infringement.
*/
#endregion License
using System;
using System.Drawing;
using System.IO;
using MonoMac.AppKit;
using MonoMac.Foundation;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.GamerServices;
namespace Microsoft.Xna.Framework
{
partial class MacGamePlatform : GamePlatform
{
private enum RunState
{
NotStarted,
Running,
Exiting,
Exited
}
private MacGameNSWindow _mainWindow;
private GameWindow _gameWindow;
private bool _wasResizeable;
private OpenALSoundController soundControllerInstance = null;
public MacGamePlatform(Game game) :
base(game)
{
_state = RunState.NotStarted;
game.Services.AddService(typeof(MacGamePlatform), this);
// Setup our OpenALSoundController to handle our SoundBuffer pools
soundControllerInstance = OpenALSoundController.GetInstance;
InitializeMainWindow();
// We set the current directory to the ResourcePath on Mac
Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath);
}
private void InitializeMainWindow()
{
RectangleF frame = new RectangleF(
0, 0,
PresentationParameters._defaultBackBufferWidth,
PresentationParameters._defaultBackBufferHeight);
_mainWindow = new MacGameNSWindow(
frame, NSWindowStyle.Titled | NSWindowStyle.Closable,
NSBackingStore.Buffered, true);
_mainWindow.WindowController = new NSWindowController(_mainWindow);
_mainWindow.Delegate = new MainWindowDelegate(this);
_mainWindow.IsOpaque = true;
_mainWindow.EnableCursorRects();
_mainWindow.AcceptsMouseMovedEvents = false;
_mainWindow.Center();
_gameWindow = new GameWindow(Game, frame);
Window = _gameWindow;
_mainWindow.ContentView.AddSubview(_gameWindow);
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
// No need to dispose _gameWindow. It will be released by the
// nearest NSAutoreleasePool.
if (_gameWindow != null)
_gameWindow = null;
// No need to dispose _mainWindow. It will be released by the
// nearest NSAutoreleasePool.
if (_mainWindow != null)
_mainWindow = null;
}
base.Dispose(disposing);
}
private RunState _state;
private RunState State
{
get { return _state; }
set { _state = value; }
}
public bool IsRunning
{
get { return _state == RunState.Running; }
}
public bool IsExiting
{
get { return _state == RunState.Exiting; }
}
public bool HasExited
{
get { return _state == RunState.Exited; }
}
private int _suspendUpdatingAndDrawingLevel;
private bool AreUpdatingAndDrawingSuspended
{
get { return _suspendUpdatingAndDrawingLevel > 0; }
}
public TimeSpan InactiveSleepTime
{
get { return _inactiveSleepTime; }
set
{
if (value < TimeSpan.Zero)
throw new ArgumentOutOfRangeException("value", "Value cannot be negative");
_inactiveSleepTime = value;
}
}
[Obsolete("IsPlayingVideo must be removed once VideoPlayer is implemented according to the XNA contract")]
public bool IsPlayingVideo { get; set; }
private void SuspendUpdatingAndDrawing()
{
_suspendUpdatingAndDrawingLevel++;
}
private void ResumeUpdatingAndDrawing()
{
if (_suspendUpdatingAndDrawingLevel <= 0)
throw new InvalidOperationException("Too many calls to ResumeUpdateAndDraw");
_suspendUpdatingAndDrawingLevel--;
}
#region GamePlatform Implementation
public override GameRunBehavior DefaultRunBehavior
{
get { return GameRunBehavior.Asynchronous; }
}
public override bool BeforeRun()
{
State = RunState.Running;
return true;
}
public override void Exit()
{
if (State != RunState.Running)
return;
State = RunState.Exiting;
if (_mainWindow != null)
{
var windowController = (NSWindowController)_mainWindow.WindowController;
windowController.Close();
}
}
public override void StartRunLoop()
{
_mainWindow.MakeKeyAndOrderFront(_mainWindow);
ResetWindowBounds();
_gameWindow.StartRunLoop(1 / Game.TargetElapsedTime.TotalSeconds);
// This is a hack and it should go in MonoMacGameView. Until that
// is done we will set the SwapInterval ourselves
// Using DisplayLink does not play nicely with background thread
// loading.
var graphicsDeviceManager = (GraphicsDeviceManager)Game.Services.GetService(typeof(IGraphicsDeviceManager));
_gameWindow.OpenGLContext.SwapInterval = graphicsDeviceManager.SynchronizeWithVerticalRetrace;
}
public override bool BeforeUpdate(GameTime gameTime)
{
// Update our OpenAL sound buffer pools
soundControllerInstance.Update();
if (_needsToResetElapsedTime)
_needsToResetElapsedTime = false;
if (AreUpdatingAndDrawingSuspended || IsPlayingVideo || Guide.isVisible)
return false;
return true;
}
public override bool BeforeDraw(GameTime gameTime)
{
if (AreUpdatingAndDrawingSuspended || IsPlayingVideo || Guide.isVisible)
return false;
return true;
}
public override void EnterFullScreen()
{
// Changing window style forces a redraw. Some games
// have fail-logic and toggle fullscreen in their draw function,
// so temporarily become inactive so it won't execute.
SuspendUpdatingAndDrawing();
try
{
// I will leave this here just in case someone can figure out
// how to do a full screen with this and still get Alt + Tab to
// friggin work.
//_mainWindow.ContentView.EnterFullscreenModeWithOptions(NSScreen.MainScreen,new NSDictionary());
_wasResizeable = AllowUserResizing;
string oldTitle = _gameWindow.Title;
NSMenu.MenuBarVisible = false;
_mainWindow.StyleMask = NSWindowStyle.Borderless;
// Set the level here to normal
_mainWindow.Level = NSWindowLevel.Floating;
if (oldTitle != null)
_gameWindow.Title = oldTitle;
_mainWindow.IsVisible = false;
// FIXME: EnterFullScreen gets called very early and interferes
// with Synchronous mode, so disabling this for now.
// Hopefully this does not cause excessive havoc.
//_mainWindow.MakeKeyAndOrderFront(Window);
ResetWindowBounds();
_mainWindow.HidesOnDeactivate = true;
Mouse.ResetMouse();
}
finally { ResumeUpdatingAndDrawing(); }
}
public override void ExitFullScreen()
{
// Changing window style forces a redraw. Some games
// have fail-logic and toggle fullscreen in their draw function,
// so temporarily become inactive so it won't execute.
SuspendUpdatingAndDrawing();
try
{
_wasResizeable = AllowUserResizing;
// I will leave this here just in case someone can figure out
// how to do a full screen with this and still get Alt + Tab to
// friggin work.
// _mainWindow.ContentView.ExitFullscreenModeWithOptions(new NSDictionary());
//Changing window style resets the title. Save it.
string oldTitle = _gameWindow.Title;
NSMenu.MenuBarVisible = true;
_mainWindow.StyleMask = NSWindowStyle.Titled | NSWindowStyle.Closable;
if (_wasResizeable)
_mainWindow.StyleMask |= NSWindowStyle.Resizable;
if (oldTitle != null)
_gameWindow.Title = oldTitle;
// Set the level here to normal
_mainWindow.Level = NSWindowLevel.Normal;
_mainWindow.IsVisible = false;
// FIXME: EnterFullScreen gets called very early and interferes
// with Synchronous mode, so disabling this for now.
// Hopefully this does not cause excessive havoc.
//_mainWindow.MakeKeyAndOrderFront(Window);
ResetWindowBounds();
_mainWindow.HidesOnDeactivate = false;
Mouse.ResetMouse();
}
finally { ResumeUpdatingAndDrawing(); }
}
protected override void OnIsMouseVisibleChanged()
{
_mainWindow.InvalidateCursorRectsForView(_gameWindow);
}
public override void BeginScreenDeviceChange(bool willBeFullScreen)
{
// This is a hack and it should go in MonoMacGameView. Until that
// is done we will set the SwapInterval ourselves
// Using DisplayLink does not play nicely with background thread
// loading.
var graphicsDeviceManager = (GraphicsDeviceManager)Game.Services.GetService(typeof(IGraphicsDeviceManager));
_gameWindow.OpenGLContext.SwapInterval = graphicsDeviceManager.SynchronizeWithVerticalRetrace;
}
public override void EndScreenDeviceChange(string screenDeviceName, int clientWidth, int clientHeight)
{
}
public override void ResetElapsedTime()
{
_gameWindow.ResetElapsedTime();
}
#endregion
private bool AllowUserResizing
{
get { return (_mainWindow.StyleMask & NSWindowStyle.Resizable) != 0; }
set { _mainWindow.StyleMask ^= NSWindowStyle.Resizable; }
}
public void EnterBackground()
{
SuspendUpdatingAndDrawing();
IsActive = false;
}
public void EnterForeground()
{
ResumeUpdatingAndDrawing();
IsActive = true;
}
private void ResetWindowBounds()
{
RectangleF frame;
RectangleF content;
var graphicsDeviceManager = (GraphicsDeviceManager)Game.Services.GetService(typeof(IGraphicsDeviceManager));
if (graphicsDeviceManager.IsFullScreen)
{
frame = NSScreen.MainScreen.Frame;
content = NSScreen.MainScreen.Frame;
}
else
{
content = _gameWindow.Bounds;
content.Width = Math.Min(
graphicsDeviceManager.PreferredBackBufferWidth,
NSScreen.MainScreen.VisibleFrame.Width);
content.Height = Math.Min(
graphicsDeviceManager.PreferredBackBufferHeight,
NSScreen.MainScreen.VisibleFrame.Height - GetTitleBarHeight());
frame = _mainWindow.Frame;
frame.X = Math.Max(frame.X, NSScreen.MainScreen.VisibleFrame.X);
frame.Y = Math.Max(frame.Y, NSScreen.MainScreen.VisibleFrame.Y);
frame.Width = content.Width;
frame.Height = content.Height + GetTitleBarHeight();
}
_mainWindow.SetFrame(frame, true);
_gameWindow.Bounds = content;
_gameWindow.Size = content.Size.ToSize();
// Now we set our Presentation Parameters
var device = (GraphicsDevice)graphicsDeviceManager.GraphicsDevice;
// FIXME: Eliminate the need for null checks by only calling
// ResetWindowBounds after the device is ready. Or,
// possibly break this method into smaller methods.
if (device != null)
{
PresentationParameters parms = device.PresentationParameters;
parms.BackBufferHeight = (int)content.Size.Height;
parms.BackBufferWidth = (int)content.Size.Width;
}
}
private float GetTitleBarHeight()
{
RectangleF contentRect = NSWindow.ContentRectFor(
_mainWindow.Frame, _mainWindow.StyleMask);
return _mainWindow.Frame.Height - contentRect.Height;
}
private class MainWindowDelegate : NSWindowDelegate
{
private readonly MacGamePlatform _owner;
public MainWindowDelegate(MacGamePlatform owner)
{
if (owner == null)
throw new ArgumentNullException("owner");
_owner = owner;
}
public override void DidBecomeKey(NSNotification notification)
{
//if (!IsMouseVisible)
// _gameWindow.HideCursor();
_owner.IsActive = true;
}
public override void DidResignKey(NSNotification notification)
{
//if (!IsMouseVisible)
// _gameWindow.UnHideCursor();
_owner.IsActive = false;
}
public override void DidBecomeMain(NSNotification notification)
{
//if (!IsMouseVisible)
// _gameWindow.HideCursor();
}
public override void DidResignMain(NSNotification notification)
{
//if (!IsMouseVisible)
// _gameWindow.UnHideCursor();
}
public override void WillClose(NSNotification notification)
{
NSApplication.SharedApplication.BeginInvokeOnMainThread(() =>
_owner.State = MacGamePlatform.RunState.Exited);
}
}
}
}
|