Ejemplo n.º 1
0
        public void Reset()
        {
            var clock = new HighPrecisionClock();

            clock.Start();
            clock.Update();
            Thread.Sleep(2);
            clock.Reset();

            Assert.IsFalse(clock.IsRunning);
            Assert.AreEqual(TimeSpan.Zero, clock.DeltaTime);
            Assert.AreEqual(TimeSpan.Zero, clock.GameTime);
            Assert.AreEqual(TimeSpan.Zero, clock.TotalTime);

            clock.Start();
            Thread.Sleep(2);
            clock.Update();
            clock.Stop();
            clock.Reset();

            Assert.IsFalse(clock.IsRunning);
            Assert.AreEqual(TimeSpan.Zero, clock.DeltaTime);
            Assert.AreEqual(TimeSpan.Zero, clock.GameTime);
            Assert.AreEqual(TimeSpan.Zero, clock.TotalTime);
        }
Ejemplo n.º 2
0
        public void StartStop()
        {
            const long ticks    = 100000;
            TimeSpan   timeSpan = new TimeSpan(ticks);

            var clock = new HighPrecisionClock();

            Wait(timeSpan);
            clock.Update();

            Assert.IsFalse(clock.IsRunning);
            Assert.AreEqual(TimeSpan.Zero, clock.DeltaTime);
            Assert.AreEqual(TimeSpan.Zero, clock.GameTime);
            Assert.AreEqual(TimeSpan.Zero, clock.TotalTime);

            clock.Start();

            Stopwatch w = Stopwatch.StartNew();

            Wait(timeSpan);
            w.Stop();

            Assert.IsTrue(clock.IsRunning);
            Assert.AreEqual(TimeSpan.Zero, clock.DeltaTime);
            Assert.AreEqual(TimeSpan.Zero, clock.GameTime);
            Assert.AreEqual(TimeSpan.Zero, clock.TotalTime);

            clock.Update();

            Assert.IsTrue(clock.IsRunning);
            Assert.IsTrue(clock.DeltaTime.Ticks > ticks && clock.DeltaTime.Ticks < 2 * ticks);
            Assert.IsTrue(clock.GameTime.Ticks > ticks && clock.GameTime.Ticks < 2 * ticks);
            Assert.IsTrue(clock.TotalTime.Ticks > ticks && clock.TotalTime.Ticks < 2 * ticks);

            clock.Stop();

            Wait(timeSpan);
            clock.Update();

            Assert.IsFalse(clock.IsRunning);
            Assert.IsTrue(clock.DeltaTime.Ticks > ticks && clock.DeltaTime.Ticks < 2 * ticks);
            Assert.IsTrue(clock.GameTime.Ticks > ticks && clock.GameTime.Ticks < 2 * ticks);
            Assert.IsTrue(clock.TotalTime.Ticks > ticks && clock.TotalTime.Ticks < 2 * ticks);

            clock.Start();
            Wait(timeSpan);
            clock.Update();
            Wait(timeSpan);
            Wait(timeSpan);
            clock.Update();

            Assert.IsTrue(clock.IsRunning);
            Assert.IsTrue(clock.DeltaTime.Ticks > 2 * ticks && clock.DeltaTime.Ticks < 3 * ticks);
            Assert.IsTrue(clock.GameTime.Ticks > 4 * ticks && clock.GameTime.Ticks < 5 * ticks);
            Assert.IsTrue(clock.TotalTime.Ticks > 4 * ticks && clock.TotalTime.Ticks < 5 * ticks);
        }
Ejemplo n.º 3
0
 /// <summary>
 /// The main loop ("game loop").
 /// </summary>
 /// <param name="sender">The sender.</param>
 /// <param name="eventArgs">
 /// The <see cref="EventArgs"/> instance containing the event data.
 /// </param>
 public static void GameLoop(object sender, EventArgs eventArgs)
 {
     while (IsApplicationIdle /* && game is running */)
     {
         _clock.Update();
     }
 }
Ejemplo n.º 4
0
        public void ResetDeltaTime()
        {
            var clock = new HighPrecisionClock();

            clock.Start();
            Wait(new TimeSpan(100000));
            clock.Update();
            Assert.IsTrue(clock.DeltaTime.Ticks >= 100000);
            Assert.AreEqual(clock.GameTime, clock.TotalTime);
            clock.ResetDeltaTime();

            // DeltaTime is only changed at TimeChanged events.
            Assert.IsTrue(clock.DeltaTime.Ticks >= 100000);
            Assert.AreEqual(clock.GameTime, clock.TotalTime);

            clock.Update();
            Assert.IsTrue(clock.DeltaTime.Ticks < 100000);
            Assert.IsTrue(clock.GameTime < clock.TotalTime);
        }
Ejemplo n.º 5
0
        public void TimeChanged()
        {
            const long ticks    = 100000;
            TimeSpan   timeSpan = new TimeSpan(ticks);

            var clock = new HighPrecisionClock();

            int      numberOfEvents = 0;
            TimeSpan deltaTime      = TimeSpan.Zero;
            TimeSpan gameTime       = TimeSpan.Zero;
            TimeSpan totalTime      = TimeSpan.Zero;

            clock.TimeChanged += (s, e) =>
            {
                numberOfEvents++;
                deltaTime = e.DeltaTime;
                gameTime  = e.GameTime;
                totalTime = e.TotalTime;
            };

            Wait(timeSpan);
            clock.Update();

            Assert.AreEqual(0, numberOfEvents);

            clock.Start();
            Wait(timeSpan);
            clock.Update();
            Wait(timeSpan);
            clock.Update();

            Assert.IsTrue(clock.DeltaTime.Ticks > 1 * ticks && clock.DeltaTime.Ticks < 2 * ticks);
            Assert.IsTrue(clock.GameTime.Ticks > 2 * ticks && clock.GameTime.Ticks < 3 * ticks);
            Assert.IsTrue(clock.TotalTime.Ticks > 2 * ticks && clock.TotalTime.Ticks < 3 * ticks);

            clock.Stop();
            clock.Update();
        }
Ejemplo n.º 6
0
        public void Reset()
        {
            var clock = new HighPrecisionClock();
              clock.Start();
              clock.Update();
              Thread.Sleep(2);
              clock.Reset();

              Assert.IsFalse(clock.IsRunning);
              Assert.AreEqual(TimeSpan.Zero, clock.DeltaTime);
              Assert.AreEqual(TimeSpan.Zero, clock.GameTime);
              Assert.AreEqual(TimeSpan.Zero, clock.TotalTime);

              clock.Start();
              Thread.Sleep(2);
              clock.Update();
              clock.Stop();
              clock.Reset();

              Assert.IsFalse(clock.IsRunning);
              Assert.AreEqual(TimeSpan.Zero, clock.DeltaTime);
              Assert.AreEqual(TimeSpan.Zero, clock.GameTime);
              Assert.AreEqual(TimeSpan.Zero, clock.TotalTime);
        }
Ejemplo n.º 7
0
        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        // This method runs in a parallel task.
        private void GameLoopTaskAction(IAsyncAction action)
        {
            // Run until MyGame is disposed.
            while (!_isDisposed)
            {
                // Pulse the clock, which updates the timer. The timer will call GameLoop at the
                // desired frequency.
                lock (Lock)
                    _clock.Update();

                // Halt the thread until the next vertical blank is reached.
                // This ensures the app isn't updating and rendering faster than the display can refresh,
                // which would unnecessarily spend extra CPU and GPU resources. This helps improve battery
                // life.
                _dxgiOutput.WaitForVerticalBlank();
            }
        }
Ejemplo n.º 8
0
 /// <summary>
 /// The main loop ("game loop").
 /// </summary>
 /// <param name="sender">The sender.</param>
 /// <param name="eventArgs">
 /// The <see cref="EventArgs"/> instance containing the event data.
 /// </param>
 private static void GameLoop(object sender, EventArgs eventArgs)
 {
     while (IsApplicationIdle /* && game is running */)
     {
         _clock.Update();
         if (_timer.IsRunning)
         {
             if (_timer.IdleTime > TimeSpan.Zero)
             {
                 Idle(_timer.IdleTime);
             }
             else if (_timer.DeltaTime > TimeSpan.Zero)
             {
                 Update(_timer.DeltaTime);
             }
         }
     }
 }
Ejemplo n.º 9
0
        public void ResetDeltaTime()
        {
            var clock = new HighPrecisionClock();

              clock.Start();
              Wait(new TimeSpan(100000));
              clock.Update();
              Assert.IsTrue(clock.DeltaTime.Ticks >= 100000);
              Assert.AreEqual(clock.GameTime, clock.TotalTime);
              clock.ResetDeltaTime();

              // DeltaTime is only changed at TimeChanged events.
              Assert.IsTrue(clock.DeltaTime.Ticks >= 100000);
              Assert.AreEqual(clock.GameTime, clock.TotalTime);

              clock.Update();
              Assert.IsTrue(clock.DeltaTime.Ticks < 100000);
              Assert.IsTrue(clock.GameTime < clock.TotalTime);
        }
Ejemplo n.º 10
0
        public MyGame()
        {
            // ----- Service Container
            // The MyGame uses a ServiceContainer, which is a simple service locator
            // and Inversion of Control (IoC) container. (The ServiceContainer can be
            // replaced by any other container that implements System.IServiceProvider.)
            _serviceContainer = new ServiceContainer();
            ServiceLocator.SetLocatorProvider(() => _serviceContainer);

            // ----- Storage
            // Create a "virtual file system" for reading game assets.
            var titleStorage       = new TitleStorage("Content");
            var assetsStorage      = new ZipStorage(titleStorage, "Content.zip");
            var digitalRuneStorage = new ZipStorage(titleStorage, "DigitalRune.zip");
            var vfsStorage         = new VfsStorage();

            vfsStorage.MountInfos.Add(new VfsMountInfo(titleStorage, null));
            vfsStorage.MountInfos.Add(new VfsMountInfo(assetsStorage, null));
            vfsStorage.MountInfos.Add(new VfsMountInfo(digitalRuneStorage, null));

            // ----- Content
            _contentManager = new StorageContentManager(ServiceLocator.Current, vfsStorage);
            _serviceContainer.Register(typeof(ContentManager), null, _contentManager);

            // ----- Graphics
            // Create Direct3D 11 device.
            var presentationParameters = new PresentationParameters
            {
                BackBufferWidth  = 1,
                BackBufferHeight = 1,
                // Do not associate graphics device with any window.
                DeviceWindowHandle = IntPtr.Zero,
            };
            var graphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile.HiDef, presentationParameters);

            // An IGraphicsDeviceService is required by the MonoGame/XNA content manager.
            _serviceContainer.Register(typeof(IGraphicsDeviceService), null, new DummyGraphicsDeviceManager(graphicsDevice));

            // Create and register the graphics manager.
            _graphicsManager = new GraphicsManager(graphicsDevice, _contentManager);
            _serviceContainer.Register(typeof(IGraphicsService), null, _graphicsManager);

            // ----- Timing
            // We can use the CompositionTarget.Rendering event to trigger our game loop.
            // The CompositionTarget.Rendering event is raised once per frame by WPF.

            // To measure the time that has passed, we use a HighPrecisionClock.
            _clock = new HighPrecisionClock();
            _clock.Start();
            CompositionTarget.Rendering += (s, e) => _clock.Update();

            // The FixedStepTimer reads the clock and triggers the game loop at 60 Hz.
            //_timer = new FixedStepTimer(_clock)
            //{
            //  StepSize = new TimeSpan(166667), // ~60 Hz
            //  AccumulateTimeSteps = false,
            //};
            // The VariableStepTimer reads the clock and triggers the game loop as often
            // as possible.
            _timer              = new VariableStepTimer(_clock);
            _timer.TimeChanged += (s, e) => GameLoop(e.DeltaTime);
            _timer.Start();
        }
Ejemplo n.º 11
0
 private void OnCompositionTargetRendering(object sender, EventArgs eventArgs)
 {
     _clock.Update();
     _idle = false;
 }
Ejemplo n.º 12
0
        public Game(ApplicationWindow window)
        {
            // ----- Service Container
            // The MyGame uses a ServiceContainer, which is a simple service locator
            // and Inversion of Control (IoC) container. (The ServiceContainer can be
            // replaced by any other container that implements System.IServiceProvider.)
            var serviceContainer = (ServiceContainer)ServiceLocator.Current;

            // ----- Storage
            // Create a "virtual file system" for reading game assets.
            var vfsStorage = new VfsStorage();

            vfsStorage.MountInfos.Add(new VfsMountInfo(new TitleStorage(String.Empty), null));

            try
            {
                vfsStorage.MountInfos.Add(new VfsMountInfo(new GZipStorage(vfsStorage, "Data.bin"), null));
                vfsStorage.MountInfos.Add(new VfsMountInfo(new GZipStorage(vfsStorage, "Kesmai.bin"), null));
                vfsStorage.MountInfos.Add(new VfsMountInfo(new GZipStorage(vfsStorage, "Stormhalter.bin"), null));
                vfsStorage.MountInfos.Add(new VfsMountInfo(new GZipStorage(vfsStorage, "UI.bin"), null));
            }
            catch
            {
                MessageBox.Show("Missing either Data.bin, Kesmai.bin, Stormhalter.bin, or UI.bin.");
                throw;
            }

            vfsStorage.Readers.Add(typeof(XDocument), new XDocumentReader());

            // ----- Content
            ContentManager contentManager = new StorageContentManager(ServiceLocator.Current, vfsStorage);

            serviceContainer.Register(typeof(IStorage), null, vfsStorage);
            serviceContainer.Register(typeof(ContentManager), null, contentManager);

#if (DEBUG)
            /* Hack to allow content reading from external library. Release builds have the types IL merged. */
            ContentTypeReaderManager.AddTypeCreator("DigitalRune.Game.UI.Content.ThemeReader", () => new ThemeReader());
            ContentTypeReaderManager.AddTypeCreator("DigitalRune.Mathematics.Content.Vector4FReader", () => new Vector4FReader());
            ContentTypeReaderManager.AddTypeCreator("DigitalRune.Game.UI.BitmapFontReader", () => new BitmapFontReader());
#endif

            // ----- Graphics
            // Create Direct3D 11 device.
            var presentationParameters = new PresentationParameters
            {
                // Do not associate graphics device with any window.
                DeviceWindowHandle = IntPtr.Zero,
            };
            var graphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile.HiDef, presentationParameters);

            // An IGraphicsDeviceService is required by the MonoGame/XNA content manager.
            serviceContainer.Register(typeof(IGraphicsDeviceService), null, new GraphicsDeviceManager(graphicsDevice));

            // Create and register the graphics manager.
            _graphicsManager = new GraphicsManager(graphicsDevice, contentManager);

            serviceContainer.Register(typeof(IGraphicsService), null, _graphicsManager);
            serviceContainer.Register(typeof(TerrainManager), null, new TerrainManager());

            // ----- Timing
            // We can use the CompositionTarget.Rendering event to trigger our game loop.
            // The CompositionTarget.Rendering event is raised once per frame by WPF.

            // To measure the time that has passed, we use a HighPrecisionClock.
            var clock = new HighPrecisionClock();
            clock.Start();

            CompositionTarget.Rendering += (s, e) => clock.Update();

            // The FixedStepTimer reads the clock and triggers the game loop at 60 Hz.
            //_timer = new FixedStepTimer(_clock)
            //{
            //  StepSize = new TimeSpan(166667), // ~60 Hz
            //  AccumulateTimeSteps = false,
            //};
            // The VariableStepTimer reads the clock and triggers the game loop as often
            // as possible.
            IGameTimer timer = new VariableStepTimer(clock);
            timer.TimeChanged += (s, e) => GameLoop(e.DeltaTime);
            timer.Start();
        }
Ejemplo n.º 13
0
        public void StartStop()
        {
            const long ticks = 100000;
              TimeSpan timeSpan = new TimeSpan(ticks);

              var clock = new HighPrecisionClock();

              Wait(timeSpan);
              clock.Update();

              Assert.IsFalse(clock.IsRunning);
              Assert.AreEqual(TimeSpan.Zero, clock.DeltaTime);
              Assert.AreEqual(TimeSpan.Zero, clock.GameTime);
              Assert.AreEqual(TimeSpan.Zero, clock.TotalTime);

              clock.Start();

              Stopwatch w = Stopwatch.StartNew();
              Wait(timeSpan);
              w.Stop();

              Assert.IsTrue(clock.IsRunning);
              Assert.AreEqual(TimeSpan.Zero, clock.DeltaTime);
              Assert.AreEqual(TimeSpan.Zero, clock.GameTime);
              Assert.AreEqual(TimeSpan.Zero, clock.TotalTime);

              clock.Update();

              Assert.IsTrue(clock.IsRunning);
              Assert.IsTrue(clock.DeltaTime.Ticks > ticks && clock.DeltaTime.Ticks < 2 * ticks);
              Assert.IsTrue(clock.GameTime.Ticks > ticks && clock.GameTime.Ticks < 2 * ticks);
              Assert.IsTrue(clock.TotalTime.Ticks > ticks && clock.TotalTime.Ticks < 2 * ticks);

              clock.Stop();

              Wait(timeSpan);
              clock.Update();

              Assert.IsFalse(clock.IsRunning);
              Assert.IsTrue(clock.DeltaTime.Ticks > ticks && clock.DeltaTime.Ticks < 2 * ticks);
              Assert.IsTrue(clock.GameTime.Ticks > ticks && clock.GameTime.Ticks < 2 * ticks);
              Assert.IsTrue(clock.TotalTime.Ticks > ticks && clock.TotalTime.Ticks < 2 * ticks);

              clock.Start();
              Wait(timeSpan);
              clock.Update();
              Wait(timeSpan);
              Wait(timeSpan);
              clock.Update();

              Assert.IsTrue(clock.IsRunning);
              Assert.IsTrue(clock.DeltaTime.Ticks > 2 * ticks && clock.DeltaTime.Ticks < 3 * ticks);
              Assert.IsTrue(clock.GameTime.Ticks > 4 * ticks && clock.GameTime.Ticks < 5 * ticks);
              Assert.IsTrue(clock.TotalTime.Ticks > 4 * ticks && clock.TotalTime.Ticks < 5 * ticks);
        }
Ejemplo n.º 14
0
        public void TimeChanged()
        {
            const long ticks = 100000;
              TimeSpan timeSpan = new TimeSpan(ticks);

              var clock = new HighPrecisionClock();

              int numberOfEvents = 0;
              TimeSpan deltaTime = TimeSpan.Zero;
              TimeSpan gameTime = TimeSpan.Zero;
              TimeSpan totalTime = TimeSpan.Zero;

              clock.TimeChanged += (s, e) =>
              {
            numberOfEvents++;
            deltaTime = e.DeltaTime;
            gameTime = e.GameTime;
            totalTime = e.TotalTime;
              };

              Wait(timeSpan);
              clock.Update();

              Assert.AreEqual(0, numberOfEvents);

              clock.Start();
              Wait(timeSpan);
              clock.Update();
              Wait(timeSpan);
              clock.Update();

              Assert.IsTrue(clock.DeltaTime.Ticks > 1 * ticks && clock.DeltaTime.Ticks < 2 * ticks);
              Assert.IsTrue(clock.GameTime.Ticks > 2 * ticks && clock.GameTime.Ticks < 3 * ticks);
              Assert.IsTrue(clock.TotalTime.Ticks > 2 * ticks && clock.TotalTime.Ticks < 3 * ticks);

              clock.Stop();
              clock.Update();
        }
Ejemplo n.º 15
0
        public MyGame()
        {
            // ----- Service Container
              // The MyGame uses a ServiceContainer, which is a simple service locator
              // and Inversion of Control (IoC) container. (The ServiceContainer can be
              // replaced by any other container that implements System.IServiceProvider.)
              _serviceContainer = new ServiceContainer();
              ServiceLocator.SetLocatorProvider(() => _serviceContainer);

              // ----- Storage
              // Create a "virtual file system" for reading game assets.
              var titleStorage = new TitleStorage("Content");
              var assetsStorage = new ZipStorage(titleStorage, "Content.zip");
              var digitalRuneStorage = new ZipStorage(titleStorage, "DigitalRune.zip");
              var vfsStorage = new VfsStorage();
              vfsStorage.MountInfos.Add(new VfsMountInfo(titleStorage, null));
              vfsStorage.MountInfos.Add(new VfsMountInfo(assetsStorage, null));
              vfsStorage.MountInfos.Add(new VfsMountInfo(digitalRuneStorage, null));

              // ----- Content
              _contentManager = new StorageContentManager(ServiceLocator.Current, vfsStorage);
              _serviceContainer.Register(typeof(ContentManager), null, _contentManager);

              // ----- Graphics
              // Create Direct3D 11 device.
              var presentationParameters = new PresentationParameters
              {
            BackBufferWidth = 1,
            BackBufferHeight = 1,
            // Do not associate graphics device with any window.
            DeviceWindowHandle = IntPtr.Zero,
              };
              var graphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile.HiDef, presentationParameters);

              // An IGraphicsDeviceService is required by the MonoGame/XNA content manager.
              _serviceContainer.Register(typeof(IGraphicsDeviceService), null, new DummyGraphicsDeviceManager(graphicsDevice));

              // Create and register the graphics manager.
              _graphicsManager = new GraphicsManager(graphicsDevice, _contentManager);
              _serviceContainer.Register(typeof(IGraphicsService), null, _graphicsManager);

              // ----- Timing
              // We can use the CompositionTarget.Rendering event to trigger our game loop.
              // The CompositionTarget.Rendering event is raised once per frame by WPF.

              // To measure the time that has passed, we use a HighPrecisionClock.
              _clock = new HighPrecisionClock();
              _clock.Start();
              CompositionTarget.Rendering += (s, e) => _clock.Update();

              // The FixedStepTimer reads the clock and triggers the game loop at 60 Hz.
              //_timer = new FixedStepTimer(_clock)
              //{
              //  StepSize = new TimeSpan(166667), // ~60 Hz
              //  AccumulateTimeSteps = false,
              //};
              // The VariableStepTimer reads the clock and triggers the game loop as often
              // as possible.
              _timer = new VariableStepTimer(_clock);
              _timer.TimeChanged += (s, e) => GameLoop(e.DeltaTime);
              _timer.Start();
        }