Example #1
0
        protected override void Initialize()
        {
            base.Initialize();

            //physics needs explicit initialization
            GameSystems.Add(new Bullet2PhysicsSystem(Services));
        }
Example #2
0
        protected GameTestBase()
        {
            ConsoleLogMode = ConsoleLogMode.Always;

            // Override the default graphic device manager
            GraphicsDeviceManager.Dispose();
            GraphicsDeviceManager = new TestGraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth    = 800,
                PreferredBackBufferHeight   = 480,
                PreferredDepthStencilFormat = PixelFormat.D24_UNorm_S8_UInt,
                DeviceCreationFlags         = DeviceCreationFlags.Debug,
                PreferredGraphicsProfile    = new[] { GraphicsProfile.Level_9_1 }
            };
            Services.AddService <IGraphicsDeviceManager>(GraphicsDeviceManager);
            Services.AddService <IGraphicsDeviceService>(GraphicsDeviceManager);

            StopOnFrameCount        = -1;
            AutoLoadDefaultSettings = false;

            FrameGameSystem = new FrameGameSystem(Services);
            GameSystems.Add(FrameGameSystem);

            // by default we want the same size for the back buffer on mobiles and windows.
            BackBufferSizeMode = BackBufferSizeMode.FitToDesiredValues;
        }
Example #3
0
        protected void Initialize()
        {
            // ---------------------------------------------------------
            // Add common GameSystems - Adding order is important
            // (Unless overriden by gameSystem.UpdateOrder)
            // ---------------------------------------------------------

            // Initialize the systems
            GameSystems.Initialize();

            Content.Serializer.LowLevelSerializerSelector = ParameterContainerExtensions.DefaultSceneSerializerSelector;

            // Add the scheduler system
            // - Must be after Input, so that scripts are able to get latest input
            // - Must be before Entities/Camera/Audio/UI, so that scripts can apply
            // changes in the same frame they will be applied
            GameSystems.Add(Script);

            GameSystems.Add(Streaming);
            GameSystems.Add(SceneSystem);

            // TODO: data-driven?
            Content.Serializer.RegisterSerializer(new ImageSerializer());

            OnGameStarted(this);
        }
Example #4
0
File: Game.cs Project: Hengle/xenko
        protected override void Initialize()
        {
            base.Initialize();

            EffectSystem = new EffectSystem(Services);

            // If requested in game settings, compile effects remotely and/or notify new shader requests
            if (gameSettings != null)
            {
                EffectSystem.Compiler = EffectSystem.CreateEffectCompiler(EffectSystem, gameSettings.PackageId, gameSettings.EffectCompilation, gameSettings.RecordUsedEffects);
            }

            GameSystems.Add(EffectSystem);

            GameSystems.Add(SceneSystem);

            // TODO: data-driven?
            //Asset.Serializer.RegisterSerializer(new GpuTextureSerializer2(GraphicsDevice));
            //Asset.Serializer.RegisterSerializer(new GpuSamplerStateSerializer2(GraphicsDevice));
            //Asset.Serializer.RegisterSerializer(new GpuBlendStateSerializer(GraphicsDevice));
            //Asset.Serializer.RegisterSerializer(new GpuRasterizerStateSerializer(GraphicsDevice));
            //Asset.Serializer.RegisterSerializer(new GpuDepthStencilStateSerializer(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new ImageSerializer());
            Asset.Serializer.RegisterSerializer(new SoundEffectSerializer(Audio.AudioEngine));
            Asset.Serializer.RegisterSerializer(new SoundMusicSerializer(Audio.AudioEngine));

            // enable multi-touch by default
            Input.MultiTouchEnabled = true;
        }
Example #5
0
        private void CreateScenePipeline()
        {
            // The gizmo scene
            EditorScene = new Scene();

            // The gizmo  scene
            var gizmoAmbientLight1 = new Entity("Gizmo Ambient Light1")
            {
                new LightComponent {
                    Type = new LightAmbient(), Intensity = 0.1f
                }
            };
            var gizmoDirectionalLight1 = new Entity("Gizmo Directional Light1")
            {
                new LightComponent {
                    Type = new LightDirectional(), Intensity = 0.45f
                }
            };
            var gizmoDirectionalLight2 = new Entity("Gizmo Directional Light2")
            {
                new LightComponent {
                    Type = new LightDirectional(), Intensity = 0.45f
                }
            };

            gizmoDirectionalLight1.Transform.Rotation = Quaternion.RotationY(MathUtil.Pi * 1.125f);
            gizmoDirectionalLight2.Transform.Rotation = Quaternion.RotationY(MathUtil.Pi * 0.125f);
            EditorScene.Entities.Add(gizmoAmbientLight1);
            EditorScene.Entities.Add(gizmoDirectionalLight1);
            EditorScene.Entities.Add(gizmoDirectionalLight2);

            // Root scene
            var rootScene = new Scene();

            // Setup the scene instance
            SceneSystem.SceneInstance = new SceneInstance(Services, rootScene, ExecutionMode.Editor);

            // Create editor scene
            EditorSceneSystem = new SceneSystem(Services)
            {
                SceneInstance = new SceneInstance(Services, EditorScene, ExecutionMode.Editor)
            };
            GameSystems.Add(EditorSceneSystem);

            EditorSceneSystem.DrawOrder          = SceneSystem.DrawOrder + 1;
            EditorSceneSystem.GraphicsCompositor = GraphicsCompositorHelper.CreateDefault(true, EditorGraphicsCompositorHelper.EditorForwardShadingEffect, groupMask: GizmoBase.DefaultGroupMask);

            // Do a few adjustments to the default compositor
            EditorSceneSystem.GraphicsCompositor.RenderFeatures.OfType <MeshRenderFeature>().FirstOrDefault()?.RenderFeatures.Add(new WireframeRenderFeature());
            EditorSceneSystem.GraphicsCompositor.Game = new EditorTopLevelCompositor
            {
                Child = new ForwardRenderer
                {
                    Clear                  = null, // Don't clear (we want to keep reusing same render target and depth buffer)
                    OpaqueRenderStage      = EditorSceneSystem.GraphicsCompositor.RenderStages.FirstOrDefault(x => x.Name == "Opaque"),
                    TransparentRenderStage = EditorSceneSystem.GraphicsCompositor.RenderStages.FirstOrDefault(x => x.Name == "Transparent"),
                },
            };
        }
Example #6
0
        public Game(Context ctx)
        {
            this.ctx = ctx;

            state = GameState.UNDEFINED;

            systems = new GameSystems();
            systems.Add(new AnimSystem());
            systems.Add(new MovementSystem());
            systems.Add(new MapSystem(ctx.config.Get <MapSystemConfig>()));
            systems.Add(new CameraSystem());
            systems.Add(new EntitySystem());

            systems.Init(systems, ctx);

            ActionSystem actionSys = new ActionSystem(assemblyNames: "Game");

            actionSys.OnActionSystemRegistered += iActionSystem => {
                if (iActionSystem is IGameSystem gs)
                {
                    gs.Init(systems, ctx);
                }
            };
            actionSys.RegisterSystems();

            MapSystem mapSystem = systems.Get <MapSystem>();

            mapSystem.Load(new[] {
                0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1,
                0x1, 0xB, 0xB, 0xB, 0xB, 0x1000A, 0xB, 0xB, 0xB, 0x1, 0x1, 0x1,
                0x1, 0xB, 0xA, 0xA, 0xA, 0xA, 0xA, 0xA, 0xB, 0x1, 0x1, 0x1,
                0x1, 0xB, 0xA, 0xA, 0xA, 0xA, 0xA, 0xA, 0xB, 0x1, 0x1, 0x1,
                0x1, 0xB, 0xA, 0xA, 0xA, 0xA, 0xA, 0xA, 0xB, 0x1, 0x1, 0x1,
                0x1, 0xB, 0xB, 0xB, 0xB, 0xB, 0xB, 0xB, 0xB, 0x1, 0x1, 0x1,
                0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1,
                0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1, 0x1,
            }, 12, "Entrance");

            player = systems.Get <EntitySystem>().CreatePlayer("Player");
            int spawnpoint = mapSystem.Map.Spawnpoint;

            player.SetLocalPosition(mapSystem.Map.IndexToWorldPos(spawnpoint));

            ctx.eventPump.Dispatch();
            // systems.Get<CameraSystem>().SetTarget(player.transform);
        }
Example #7
0
File: Game.cs Project: zetz/xenko
        protected override void Initialize()
        {
            base.Initialize();

            //now we probably are capable of detecting the gpu/cpu/etc so we confirm rendering settings
            if (AutoLoadDefaultSettings)
            {
                ConfirmRenderingSettings();
            }

            // ---------------------------------------------------------
            // Add common GameSystems - Adding order is important
            // (Unless overriden by gameSystem.UpdateOrder)
            // ---------------------------------------------------------

            // Add the input manager
            Input = InputManagerFactory.NewInputManager(Services, Context);
            GameSystems.Add(Input);

            // Add the scheduler system
            // - Must be after Input, so that scripts are able to get latest input
            // - Must be before Entities/Camera/Audio/UI, so that scripts can apply
            // changes in the same frame they will be applied
            GameSystems.Add(Script);

            // Add the Audio System
            GameSystems.Add(Audio);

            // Add the Font system
            GameSystems.Add(gameFontSystem);

            //Add the sprite animation System
            GameSystems.Add(SpriteAnimation);

            GameSystems.Add(ProfilerSystem);

            EffectSystem = new EffectSystem(Services);

            // If requested in game settings, compile effects remotely and/or notify new shader requests
            if (Settings != null)
            {
                EffectSystem.Compiler = EffectSystem.CreateEffectCompiler(EffectSystem, Settings.PackageId, Settings.EffectCompilation, Settings.RecordUsedEffects);
            }

            GameSystems.Add(EffectSystem);

            GameSystems.Add(SceneSystem);

            // TODO: data-driven?
            Content.Serializer.RegisterSerializer(new ImageSerializer());
            Content.Serializer.RegisterSerializer(new SoundEffectSerializer(Audio.AudioEngine));
            Content.Serializer.RegisterSerializer(new SoundMusicSerializer(Audio.AudioEngine));

            // enable multi-touch by default
            Input.MultiTouchEnabled = true;

            OnGameStarted(this);
        }
Example #8
0
        protected override void Initialize()
        {
            // ---------------------------------------------------------
            // Add common GameSystems - Adding order is important
            // (Unless overriden by gameSystem.UpdateOrder)
            // ---------------------------------------------------------

            // Add the input manager
            // Add it first so that it can obtained by the UI system
            Input = new InputManager(Services);
            Services.AddService(Input);
            GameSystems.Add(Input);

            // Initialize the systems
            base.Initialize();

            // Add the scheduler system
            // - Must be after Input, so that scripts are able to get latest input
            // - Must be before Entities/Camera/Audio/UI, so that scripts can apply
            // changes in the same frame they will be applied
            GameSystems.Add(Script);

            // Add the Font system
            GameSystems.Add(gameFontSystem);

            //Add the sprite animation System
            GameSystems.Add(SpriteAnimation);

            GameSystems.Add(DebugTextSystem);
            GameSystems.Add(ProfilingSystem);

            EffectSystem = new EffectSystem(Services);
            Services.AddService(EffectSystem);

            // If requested in game settings, compile effects remotely and/or notify new shader requests
            if (Settings != null)
            {
                EffectSystem.Compiler = EffectSystem.CreateEffectCompiler(EffectSystem, Settings.PackageId, Settings.EffectCompilation, Settings.RecordUsedEffects);
            }

            GameSystems.Add(EffectSystem);

            GameSystems.Add(Streaming);
            GameSystems.Add(SceneSystem);

            // Add the Audio System
            GameSystems.Add(Audio);

            // Add the VR System
            GameSystems.Add(VRDeviceSystem);

            // TODO: data-driven?
            Content.Serializer.RegisterSerializer(new ImageSerializer());

            OnGameStarted(this);
        }
Example #9
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Game"/> class.
        /// </summary>
        public Game()
        {
            // Register the logger backend before anything else
            logListener = GetLogListener();

            if (logListener != null)
            {
                GlobalLogger.GlobalMessageLogged += logListener;
            }

            // Create and register all core services
            Input           = new InputManager(Services);
            Script          = new ScriptSystem(Services);
            SceneSystem     = new SceneSystem(Services);
            Audio           = new AudioSystem(Services);
            UI              = new UISystem(Services);
            gameFontSystem  = new GameFontSystem(Services);
            SpriteAnimation = new SpriteAnimationSystem(Services);
            ProfilerSystem  = new GameProfilingSystem(Services);

            // ---------------------------------------------------------
            // Add common GameSystems - Adding order is important
            // (Unless overriden by gameSystem.UpdateOrder)
            // ---------------------------------------------------------

            // Add the input manager
            GameSystems.Add(Input);

            // Add the scheduler system
            // - Must be after Input, so that scripts are able to get latest input
            // - Must be before Entities/Camera/Audio/UI, so that scripts can apply
            // changes in the same frame they will be applied
            GameSystems.Add(Script);

            // Add the UI System
            GameSystems.Add(UI);

            // Add the Audio System
            GameSystems.Add(Audio);

            // Add the Font system
            GameSystems.Add(gameFontSystem);

            //Add the sprite animation System
            GameSystems.Add(SpriteAnimation);

            Asset.Serializer.LowLevelSerializerSelector = ParameterContainerExtensions.DefaultSceneSerializerSelector;

            // Creates the graphics device manager
            GraphicsDeviceManager = new GraphicsDeviceManager(this);

            GameSystems.Add(ProfilerSystem);

            AutoLoadDefaultSettings = true;
        }
Example #10
0
        protected override void Initialize()
        {
            base.Initialize();

            if (Context.InitializeDatabase)
            {
                InitializeAssetDatabase();
            }

            EffectSystem = new EffectSystem(Services);
            GameSystems.Add(EffectSystem);

            // Add RenderSystem
            RenderSystem = new RenderSystem(Services);
            GameSystems.Add(RenderSystem);

            using (var profile = Profiler.Begin(GameProfilingKeys.EntityProcessorInitialize))
            {
                // TODO: Do we need to make this list data-driven?
                Entities.Processors.Add(new HierarchicalProcessor());
                Entities.Processors.Add(new AnimationProcessor());
                Entities.Processors.Add(new ModelNodeLinkProcessor());
                Entities.Processors.Add(new TransformationProcessor());
                Entities.Processors.Add(new MeshProcessor());
                Entities.Processors.Add(new AudioListenerProcessor());
                Entities.Processors.Add(new AudioEmitterProcessor());
                Entities.Processors.Add(new SpriteProcessor());
            }

            // TODO: data-driven?
            Asset.Serializer.RegisterSerializer(new GpuTextureSerializer2 <Graphics.Texture>(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new GpuTextureSerializer2 <Graphics.Texture1D>(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new GpuTextureSerializer2 <Graphics.Texture2D>(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new GpuTextureSerializer2 <Graphics.Texture3D>(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new GpuTextureSerializer2 <Graphics.TextureCube>(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new GpuSamplerStateSerializer2(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new GpuBlendStateSerializer(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new GpuRasterizerStateSerializer(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new GpuDepthStencilStateSerializer(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new ImageSerializer());
            Asset.Serializer.RegisterSerializer(new SoundEffectSerializer(Audio.AudioEngine));
            Asset.Serializer.RegisterSerializer(new SoundMusicSerializer(Audio.AudioEngine));

            // determine the virtual resolution so that ratio is maintained
            const int screenDesiredHeight = 1080;
            var       screenRatio         = GraphicsDevice.BackBuffer.Width / (float)GraphicsDevice.BackBuffer.Height;

            VirtualResolution = new Vector3((int)(screenRatio * screenDesiredHeight), screenDesiredHeight, screenDesiredHeight);

            // enable multi-touch by default
            Input.MultiTouchEnabled = true;
        }
Example #11
0
        public PacmanGame()
        {
            Logger.NewMessageLogged += new Logger.LogAction(Logger_NewMessageLogged);
            Logger.Info("Logger initiated.");

            _graphics = new GraphicsDeviceManager(this);
            _graphics.PreferredBackBufferWidth  = ScreenWidth;
            _graphics.PreferredBackBufferHeight = ScreenHeight;

            _screenManager = new PacmanScreenManager(this);
            GameSystems.Add(_screenManager);

            Content.RootDirectory = "Content";
        }
Example #12
0
        /// <summary>
        /// Initializes a new instance of the <see cref="CustomEffectGame" /> class.
        /// </summary>
        public CustomEffectGame()
        {
            // Creates a graphics manager. This is mandatory.
            graphicsDeviceManager = new GraphicsDeviceManager(this);
            graphicsDeviceManager.PreferredDepthStencilFormat = DepthFormat.None;

            // Add dynamic EffectCompilerSystem, only active on desktop and compiled in debug mode.
            // While the program is running, you can edit the shader and save a new version
            // The EffectCompilerSystem will recompile dynamically the effect without having to
            // reload/recompile the whole application.
            GameSystems.Add(new EffectCompilerSystem(this));

            // Setup the relative directory to the executable directory
            // for loading contents with the ContentManager
            Content.RootDirectory = "Content";
        }
Example #13
0
        public Game(GameContext context) : base(context)
        {
            GraphicsDevice = Services.GetService <GraphicsDevice>();

            if (GraphicsDevice != null)
            {
                GraphicsDevice.Presenter = Services.GetService <GraphicsPresenter>();
            }

            Input       = Services.GetRequiredService <InputManager>();
            SceneSystem = Services.GetRequiredService <SceneSystem>();
            Script      = Services.GetRequiredService <ScriptSystem>();

            GameSystems.Add(Input);
            GameSystems.Add(SceneSystem);
            GameSystems.Add(Script);
        }
Example #14
0
        protected override void Initialize()
        {
            Window.Title   = "SharpDX Framework Tester";
            IsMouseVisible = true;

            Engine.Initialize(this);
            InputManager.Initialize(this);
            PrimitiveBatch.Initialize(this.GraphicsDevice);

            sceneManager = new SceneManager(this);
            FrameRateCounter fpsCounter = new FrameRateCounter(this);

            GameSystems.Add(sceneManager);
            GameSystems.Add(fpsCounter);

            base.Initialize();
        }
        /// <summary>
        /// Create an instance of the game test
        /// </summary>
        public UITestGameBase()
        {
            StopOnFrameCount = -1;

            graphicsCompositor = new SceneGraphicsCompositorLayers
            {
                Cameras = { Camera.Get <CameraComponent>() },
                Master  =
                {
                    Renderers     =
                    {
                        new ClearRenderFrameRenderer {
                            Color = Color.Green, Name = "Clear frame"
                        },

                        new SceneDelegateRenderer(SpecificDrawBeforeUI)
                        {
                            Name  = "Delegate before main UI"
                        },

                        new SceneCameraRenderer      {
                            Mode  = SceneCameraRenderer
                        },
                    }
                }
            };
            Scene = new Scene {
                Settings = { GraphicsCompositor = graphicsCompositor }
            };

            Scene.Entities.Add(UIRoot);
            Scene.Entities.Add(Camera);

            Camera.Transform.Position = new Vector3(0, 0, 1000);

            UIComponent.IsFullScreen      = true;
            UIComponent.Resolution        = new Vector3(1000, 500, 500);
            UIComponent.ResolutionStretch = ResolutionStretch.FixedWidthFixedHeight;

            UI = (UISystem)Services.GetService(typeof(UISystem));
            if (UI == null)
            {
                UI = new UISystem(Services);
                GameSystems.Add(UI);
            }
        }
Example #16
0
        protected GameTestBase()
        {
            // Override the default graphic device manager
            GraphicsDeviceManager.Dispose();
            GraphicsDeviceManager = new TestGraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth    = 800,
                PreferredBackBufferHeight   = 480,
                PreferredDepthStencilFormat = PixelFormat.D24_UNorm_S8_UInt,
                DeviceCreationFlags         = DeviceCreationFlags.Debug,
                PreferredGraphicsProfile    = new[] { GraphicsProfile.Level_9_1 }
            };
            Services.AddService(typeof(IGraphicsDeviceManager), GraphicsDeviceManager);
            Services.AddService(typeof(IGraphicsDeviceService), GraphicsDeviceManager);

            // Enable profiling
            //Profiler.EnableAll();

            CurrentVersion          = 0;
            StopOnFrameCount        = -1;
            AutoLoadDefaultSettings = false;

            FrameGameSystem = new FrameGameSystem(Services);
            GameSystems.Add(FrameGameSystem);

            // by default we want the same size for the back buffer on mobiles and windows.
            BackBufferSizeMode = BackBufferSizeMode.FitToDesiredValues;

#if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP
            // get build number
            int buildNumber;
            if (ImageTester.ImageTestResultConnection.BuildNumber <= 0 && int.TryParse(Environment.GetEnvironmentVariable("XENKO_BUILD_NUMBER"), out buildNumber))
            {
                ImageTester.ImageTestResultConnection.BuildNumber = buildNumber;
            }

            // get branch name
            if (string.IsNullOrEmpty(ImageTester.ImageTestResultConnection.BranchName))
            {
                ImageTester.ImageTestResultConnection.BranchName = Environment.GetEnvironmentVariable("XENKO_BRANCH_NAME") ?? "";
            }
#endif

            SceneSystem.SplashScreenEnabled = false;
        }
Example #17
0
        /// <inheritdoc />
        protected override void Initialize()
        {
            base.Initialize();

            // Use a shared database for our shader system
            // TODO: Shaders compiled on main thread won't actually be visible to MicroThread build engine (contentIndexMap are separate).
            // It will still work and cache because EffectCompilerCache caches not only at the index map level, but also at the database level.
            // Later, we probably want to have a GetSharedDatabase() allowing us to mutate it (or merging our results back with IndexFileCommand.AddToSharedGroup()),
            // so that database created with MountDatabase also have all the newest shaders.
            ((IReferencable)effectCompiler).AddReference();
            EffectSystem.Compiler = effectCompiler;

            // Record used effects
            if (effectLogPath != null)
            {
                EffectSystem.EffectUsed += (request, result) =>
                {
                    if (result.HasErrors)
                    {
                        return;
                    }

                    using (var stream = File.Open(effectLogPath, FileMode.OpenOrCreate, FileAccess.ReadWrite))
                    {
                        var requests = AssetYamlSerializer.Default.DeserializeMultiple <EffectCompileRequest>(stream).ToList();
                        if (requests.Contains(request))
                        {
                            return;
                        }

                        var documentMarker = Encoding.UTF8.GetBytes("---\r\n");
                        stream.Write(documentMarker, 0, documentMarker.Length);
                        AssetYamlSerializer.Default.Serialize(stream, request);
                    }
                };
            }

            //init physics system
            var physicsSystem = new Bullet2PhysicsSystem(Services);

            Services.AddService <IPhysicsSystem>(physicsSystem);
            GameSystems.Add(physicsSystem);
        }
Example #18
0
        /// <summary>
        /// Initializes a new instance of the <see cref="CustomLoadingDataGame" /> class.
        /// </summary>
        public CustomLoadingDataGame()
        {
            // Creates a graphics manager. This is mandatory.
            graphicsDeviceManager = new GraphicsDeviceManager(this);
            graphicsDeviceManager.PreferredDepthStencilFormat = DepthFormat.None;


            // In order to support Yaml loading, we need to add the YamlManager
            yamlManager = new YamlManager(this);
            GameSystems.Add(yamlManager);

            // Register that !MyData will map to our local type.
            // We could have used YamlTagAttribute directly on our MyData type from YamlDotNet library.
            yamlManager.RegisterTagMapping("MyData", typeof(MyData));

            // Setup the relative directory to the executable directory
            // for loading contents with the ContentManager
            Content.RootDirectory = "Content";
        }
Example #19
0
        protected override Task <Scene> BuildScene()
        {
            var scene = new Scene();

            UIRoot = new Entity("Root entity of camera UI")
            {
                new UIComponent()
            };
            UIComponent.IsFullScreen      = true;
            UIComponent.Resolution        = new Vector3(10, 50, 50);
            UIComponent.ResolutionStretch = ResolutionStretch.FixedWidthFixedHeight;
            scene.Entities.Add(UIRoot);

            UI = Services.GetService <UISystem>();
            if (UI == null)
            {
                UI = new UISystem(Services);
                Services.AddService(UI);
                GameSystems.Add(UI);
            }

            var button = new Button();

            UIComponent.Page = new UIPage {
                RootElement = button
            };

            scene.Entities.Add(GetCube(new Vector3(0, -1, 0), new Vector3(15, 1, 15)));
            scene.Entities.Add(GetLight());

            var cameraSlot = Services.GetSafeServiceAs <SceneSystem>().GraphicsCompositor.Cameras[0].ToSlotId();

            camera = new TopDownCamera(new TopDownCameraSettings(), cameraSlot);
            scene.Entities.Add(new Entity {
                camera
            });

            camera.Entity.AddChild(GetCube(Vector3.Zero, new Vector3(1), Color.Red));

            return(Task.FromResult(scene));
        }
Example #20
0
        /// <summary>
        /// Initializes a new instance of the <see cref="SharpDXVideoPlayer" /> class.
        /// </summary>
        public SharpDXVideoPlayer()
        {
            // Creates a graphics manager. This is mandatory.
            graphicsDeviceManager = new GraphicsDeviceManager(this);

            graphicsDeviceManager.IsFullScreen                   = true;
            graphicsDeviceManager.PreferMultiSampling            = Configuration.AntiAliasing;
            graphicsDeviceManager.SynchronizeWithVerticalRetrace = true;
            graphicsDeviceManager.PreferredBackBufferWidth       = Configuration.PreferredBackBufferWidth;
            graphicsDeviceManager.PreferredBackBufferHeight      = Configuration.PreferredBackBufferHeight;
            graphicsDeviceManager.PreferredRefreshRate           = new SharpDX.DXGI.Rational(Configuration.PreferredRefreshRate, 1);
            // BUG WORKAROUND: Limit to DirectX feature level 9.1, 9.2 or 9.3 to work around crash in TransferVideoFrame on nVidia card used in this system
            if (Configuration.DirectX9Only)
            {
                graphicsDeviceManager.PreferredGraphicsProfile = new FeatureLevel[] { SharpDX.Direct3D.FeatureLevel.Level_9_3, SharpDX.Direct3D.FeatureLevel.Level_9_2, SharpDX.Direct3D.FeatureLevel.Level_9_1 };
            }

            // Add dynamic EffectCompilerSystem, only active on desktop and compiled in debug mode.
            // While the program is running, you can edit the shader and save a new version
            // The EffectCompilerSystem will recompile dynamically the effect without having to
            // reload/recompile the whole application.
            GameSystems.Add(new EffectCompilerSystem(this));

            // Setup the relative directory to the executable directory
            // for loading contents with the ContentManager
            Content.RootDirectory = "Content";

            // Initialize input keyboard system
            keyboard = new KeyboardManager(this);
            Services.AddService(keyboard);

            // Initialize input mouse system
            mouse = new MouseManager(this);
            Services.AddService(mouse);

            string videosPath          = Environment.GetFolderPath(Environment.SpecialFolder.MyVideos);
            string backgroundVideoPath = Path.Combine(videosPath, ConfigurationManager.AppSettings["Video"]);

            // Note pass an empty effect if you don't want to use a shader to modify the video
            VideoRenderer = new VideoPlaneRenderer(this, backgroundVideoPath, "VideoShader");
        }
Example #21
0
        protected override void OnInitialize()
        {
            if (Settings != null)
            {
                _streamingManager.System.SetStreamingSettings(Settings.Configurations.Get <StreamingSettings>());
            }
            _sceneSystem.System.InitialSceneUrl = Settings?.DefaultSceneUrl;

            // Add the input manager
            // Add it first so that it can obtained by the UI system
            //Input = new InputManager(Services);
            //Services.AddOrOverwriteService(Input);
            //GameSystems.Add(Input);

            // Initialize the systems
            GameSystems.Initialize();

            Services.AddOrOverwriteService <IGameSystemCollection>(GameSystems);

            //GameSystems.Add(_scriptSystem.System);
            //GameSystems.Add(gameFontSystem);
            //GameSystems.Add(Audio);

            //var dynamicNavigationMeshSystem = new Stride.Navigation.DynamicNavigationMeshSystem(_services);
            //GameSystems.Add(dynamicNavigationMeshSystem);

            Services.AddOrOverwriteService(_scenePreUpdateSystem.System);
            GameSystems.Add(_scenePreUpdateSystem.System);

            Services.AddOrOverwriteService(_sceneSystem.System);
            GameSystems.Add(_sceneSystem.System);

            Services.AddOrOverwriteService(_scenePostUpdateSystem.System);
            GameSystems.Add(_scenePostUpdateSystem.System);

            Services.AddOrOverwriteService <IPhysicsSystem>(_physicsSystem.System);
            GameSystems.Add(_physicsSystem.System);

            GameSystems.Add(_networkSystem.System);     // Make sure this is added AFTER _sceneSystem due to dependency on it
        }
Example #22
0
        protected override void Initialize()
        {
            base.Initialize();

            EffectSystem = new EffectSystem(Services);
            GameSystems.Add(EffectSystem);

            GameSystems.Add(SceneSystem);

            // TODO: data-driven?
            //Asset.Serializer.RegisterSerializer(new GpuTextureSerializer2(GraphicsDevice));
            //Asset.Serializer.RegisterSerializer(new GpuSamplerStateSerializer2(GraphicsDevice));
            //Asset.Serializer.RegisterSerializer(new GpuBlendStateSerializer(GraphicsDevice));
            //Asset.Serializer.RegisterSerializer(new GpuRasterizerStateSerializer(GraphicsDevice));
            //Asset.Serializer.RegisterSerializer(new GpuDepthStencilStateSerializer(GraphicsDevice));
            Asset.Serializer.RegisterSerializer(new ImageSerializer());
            Asset.Serializer.RegisterSerializer(new SoundEffectSerializer(Audio.AudioEngine));
            Asset.Serializer.RegisterSerializer(new SoundMusicSerializer(Audio.AudioEngine));

            // enable multi-touch by default
            Input.MultiTouchEnabled = true;
        }
Example #23
0
        protected GraphicsTestBase()
        {
            CurrentVersion = 0;

            FrameGameSystem = new FrameGameSystem(Services);
            GameSystems.Add(FrameGameSystem);

#if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP
            // get build number
            int buildNumber;
            if (ImageTester.ImageTestResultConnection.BuildNumber <= 0 && Int32.TryParse(Environment.GetEnvironmentVariable("PARADOX_BUILD_NUMBER"), out buildNumber))
            {
                ImageTester.ImageTestResultConnection.BuildNumber = buildNumber;
            }

            // get branch name
            if (String.IsNullOrEmpty(ImageTester.ImageTestResultConnection.BranchName))
            {
                ImageTester.ImageTestResultConnection.BranchName = Environment.GetEnvironmentVariable("PARADOX_BRANCH_NAME") ?? "";
            }
#endif
        }
Example #24
0
        protected override void Initialize()
        {
            base.Initialize();

            GameSystems.Add(GameManager);
        }
Example #25
0
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            SceneSystem.GraphicsCompositor = Content.Load <GraphicsCompositor>("GraphicsCompositor");

            StopOnFrameCount = -1;

            Scene = new Scene();

            UIRoot = new Entity("Root entity of camera UI")
            {
                new UIComponent()
            };
            UIComponent.IsFullScreen      = true;
            UIComponent.Resolution        = new Vector3(1000, 500, 500);
            UIComponent.ResolutionStretch = ResolutionStretch.FixedWidthFixedHeight;
            Scene.Entities.Add(UIRoot);

            UI = Services.GetService <UISystem>();
            if (UI == null)
            {
                UI = new UISystem(Services);
                Services.AddService(UI);
                GameSystems.Add(UI);
            }

            Camera = new Entity("Scene camera")
            {
                new CameraComponent {
                    Slot = SceneSystem.GraphicsCompositor.Cameras[0].ToSlotId()
                }
            };
            Camera.Transform.Position = new Vector3(0, 0, 1000);
            Scene.Entities.Add(Camera);

            // Default styles
            // Note: this is temporary and should be replaced with default template of UI elements
            textBlockTextColor = Color.LightGray;

            scrollingTextTextColor = Color.LightGray;

            var buttonPressedTexture    = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.ButtonPressed);
            var buttonNotPressedTexture = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.ButtonNotPressed);
            var buttonOverredTexture    = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.ButtonOverred);

            buttonPressedImage = (SpriteFromTexture) new Sprite("Test button pressed design", buttonPressedTexture)
            {
                Borders = 8 * Vector4.One
            };
            buttonNotPressedImage = (SpriteFromTexture) new Sprite("Test button not pressed design", buttonNotPressedTexture)
            {
                Borders = 8 * Vector4.One
            };
            buttonMouseOverImage = (SpriteFromTexture) new Sprite("Test button overred design", buttonOverredTexture)
            {
                Borders = 8 * Vector4.One
            };

            var editActiveTexture   = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.EditTextActive);
            var editInactiveTexture = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.EditTextInactive);
            var editOverredTexture  = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.EditTextOverred);

            editTextTextColor      = Color.LightGray;
            editTextSelectionColor = Color.FromAbgr(0x623574FF);
            editTextCaretColor     = Color.FromAbgr(0xF0F0F0FF);
            editTextActiveImage    = (SpriteFromTexture) new Sprite("Test edit active design", editActiveTexture)
            {
                Borders = 12 * Vector4.One
            };
            editTextInactiveImage = (SpriteFromTexture) new Sprite("Test edit inactive design", editInactiveTexture)
            {
                Borders = 12 * Vector4.One
            };
            editTextMouseOverImage = (SpriteFromTexture) new Sprite("Test edit overred design", editOverredTexture)
            {
                Borders = 12 * Vector4.One
            };

            var toggleButtonChecked       = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.ToggleButtonChecked);
            var toggleButtonUnchecked     = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.ToggleButtonUnchecked);
            var toggleButtonIndeterminate = TextureExtensions.FromFileData(GraphicsDevice, ElementTestDesigns.ToggleButtonIndeterminate);

            toggleButtonCheckedImage = (SpriteFromTexture) new Sprite("Test toggle button checked design", toggleButtonChecked)
            {
                Borders = 8 * Vector4.One
            };
            toggleButtonUncheckedImage = (SpriteFromTexture) new Sprite("Test toggle button unchecked design", toggleButtonUnchecked)
            {
                Borders = 8 * Vector4.One
            };
            toggleButtonIndeterminateImage = (SpriteFromTexture) new Sprite("Test toggle button indeterminate design", toggleButtonIndeterminate)
            {
                Borders = 8 * Vector4.One
            };

            var designsTexture = TextureExtensions.FromFileData(GraphicsDevice, DefaultDesigns.Designs);

            sliderTrackBackgroundImage = (SpriteFromTexture) new Sprite("Default slider track background design", designsTexture)
            {
                Borders = 14 * Vector4.One, Region = new RectangleF(207, 3, 32, 32)
            };
            sliderTrackForegroundImage = (SpriteFromTexture) new Sprite("Default slider track foreground design", designsTexture)
            {
                Borders = 0 * Vector4.One, Region = new RectangleF(3, 37, 32, 32)
            };
            sliderThumbImage = (SpriteFromTexture) new Sprite("Default slider thumb design", designsTexture)
            {
                Borders = 4 * Vector4.One, Region = new RectangleF(37, 37, 16, 32)
            };
            sliderMouseOverThumbImage = (SpriteFromTexture) new Sprite("Default slider thumb overred design", designsTexture)
            {
                Borders = 4 * Vector4.One, Region = new RectangleF(71, 37, 16, 32)
            };
            sliderTickImage = (SpriteFromTexture) new Sprite("Default slider track foreground design", designsTexture)
            {
                Region = new RectangleF(245, 3, 3, 6)
            };
            sliderTickOffset           = 13f;
            sliderTrackStartingOffsets = new Vector2(3);

            Window.IsMouseVisible = true;

            SceneSystem.SceneInstance = new SceneInstance(Services, Scene);
        }
Example #26
0
        protected override void Initialize()
        {
            // ---------------------------------------------------------
            // Add common GameSystems - Adding order is important
            // (Unless overriden by gameSystem.UpdateOrder)
            // ---------------------------------------------------------

            // Add the input manager
            // Add it first so that it can obtained by the UI system
            Input = new InputManager(Services);
            Services.AddService(Input);
            GameSystems.Add(Input);

            // Initialize the systems
            base.Initialize();

            Content.Serializer.LowLevelSerializerSelector = ParameterContainerExtensions.DefaultSceneSerializerSelector;

            // Add the scheduler system
            // - Must be after Input, so that scripts are able to get latest input
            // - Must be before Entities/Camera/Audio/UI, so that scripts can apply
            // changes in the same frame they will be applied
            GameSystems.Add(Script);

            // Add the Font system
            GameSystems.Add(gameFontSystem);

            //Add the sprite animation System
            GameSystems.Add(SpriteAnimation);

            GameSystems.Add(DebugRenderSystem);
            GameSystems.Add(DebugTextSystem);
            GameSystems.Add(ProfilingSystem);

            EffectSystem = new EffectSystem(Services);
            Services.AddService(EffectSystem);

            // prepare effect compilation settings if we have a settings object
            if (Settings != null)
            {
                // align settings with what we may be forcing
                if (ForceReleaseEffects)
                {
                    Settings.CompilationMode = CompilationMode.Release;
                }
                if (ForceCollectEffects)
                {
                    // we want to collect effects. make sure they are release versions
                    Settings.EffectCompilation = EffectCompilationMode.Local;
                    Settings.CompilationMode   = CompilationMode.Release;
                }
                else if (Settings.CompilationMode == CompilationMode.Testing || Settings.CompilationMode == CompilationMode.Debug)
                {
                    // don't collect debug shaders, we won't want to distribute them!
                    Settings.EffectCompilation = EffectCompilationMode.Local;
                }
            }

            // If requested in game settings, compile effects remotely and/or notify new shader requests
            EffectSystem.Compiler = EffectCompilerFactory.CreateEffectCompiler(Content.FileProvider, EffectSystem, Settings?.PackageName,
                                                                               ForceCollectEffects ? EffectCompilationMode.Local : (Settings?.EffectCompilation ?? EffectCompilationMode.Local));

            // Setup shader compiler settings from a compilation mode.
            EffectSystem.SetCompilationMode(ForceReleaseEffects || ForceCollectEffects ? CompilationMode.Release : (Settings?.CompilationMode ?? CompilationMode.Release));

            GameSystems.Add(EffectSystem);

            if (Settings != null)
            {
                Streaming.SetStreamingSettings(Settings.Configurations.Get <StreamingSettings>());
            }
            GameSystems.Add(Streaming);
            GameSystems.Add(SceneSystem);

            // Add the Audio System
            GameSystems.Add(Audio);

            // Add the VR System
            GameSystems.Add(VRDeviceSystem);

            // TODO: data-driven?
            Content.Serializer.RegisterSerializer(new ImageSerializer());

            OnGameStarted(this);
        }
Example #27
0
        protected override void Initialize()
        {
            // ---------------------------------------------------------
            // Add common GameSystems - Adding order is important
            // (Unless overriden by gameSystem.UpdateOrder)
            // ---------------------------------------------------------

            // Add the input manager
            // Add it first so that it can obtained by the UI system
            Input = new InputManager(Services);
            Services.AddService(Input);
            GameSystems.Add(Input);

            // Initialize the systems
            base.Initialize();

            Content.Serializer.LowLevelSerializerSelector = ParameterContainerExtensions.DefaultSceneSerializerSelector;

            // Add the scheduler system
            // - Must be after Input, so that scripts are able to get latest input
            // - Must be before Entities/Camera/Audio/UI, so that scripts can apply
            // changes in the same frame they will be applied
            GameSystems.Add(Script);

            // Add the Font system
            GameSystems.Add(gameFontSystem);

            //Add the sprite animation System
            GameSystems.Add(SpriteAnimation);

            GameSystems.Add(DebugTextSystem);
            GameSystems.Add(ProfilingSystem);

            EffectSystem = new EffectSystem(Services);
            Services.AddService(EffectSystem);

            // If requested in game settings, compile effects remotely and/or notify new shader requests
            EffectSystem.Compiler = EffectCompilerFactory.CreateEffectCompiler(Content.FileProvider, EffectSystem, Settings?.PackageName, Settings?.EffectCompilation ?? EffectCompilationMode.Local, Settings?.RecordUsedEffects ?? false);

            // Setup shader compiler settings from a compilation mode.
            // TODO: We might want to provide overrides on the GameSettings to specify debug and/or optim level specifically.
            if (Settings != null)
            {
                EffectSystem.SetCompilationMode(Settings.CompilationMode);
            }

            GameSystems.Add(EffectSystem);

            if (Settings != null)
            {
                Streaming.SetStreamingSettings(Settings.Configurations.Get <StreamingSettings>());
            }
            GameSystems.Add(Streaming);
            GameSystems.Add(SceneSystem);

            // Add the Audio System
            GameSystems.Add(Audio);

            // Add the VR System
            GameSystems.Add(VRDeviceSystem);

            // TODO: data-driven?
            Content.Serializer.RegisterSerializer(new ImageSerializer());

            OnGameStarted(this);
        }