Example #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);
        }
Example #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);
        }
Example #3
0
 public void IsRunning()
 {
     var clock = new HighPrecisionClock();
       Assert.IsFalse(clock.IsRunning);
       clock.Start();
       Assert.IsTrue(clock.IsRunning);
       clock.Start();
       Assert.IsTrue(clock.IsRunning);
       clock.Stop();
       Assert.IsFalse(clock.IsRunning);
       clock.Start();
       Assert.IsTrue(clock.IsRunning);
       clock.Stop();
       clock.Stop();
       Assert.IsFalse(clock.IsRunning);
 }
Example #4
0
 /// <summary>
 /// Initializes the game.
 /// </summary>
 private static void Initialize()
 {
     _clock = new HighPrecisionClock();
     _timer = new FixedStepTimer(_clock);
     _clock.Start();
     _timer.Start();
 }
Example #5
0
        public void IsRunning()
        {
            var clock = new HighPrecisionClock();

            Assert.IsFalse(clock.IsRunning);
            clock.Start();
            Assert.IsTrue(clock.IsRunning);
            clock.Start();
            Assert.IsTrue(clock.IsRunning);
            clock.Stop();
            Assert.IsFalse(clock.IsRunning);
            clock.Start();
            Assert.IsTrue(clock.IsRunning);
            clock.Stop();
            clock.Stop();
            Assert.IsFalse(clock.IsRunning);
        }
Example #6
0
        /// <summary>
        /// Initializes the game.
        /// </summary>
        public static void Initialize()
        {
            _clock = new HighPrecisionClock();
              _timer = new FixedStepTimer(_clock);
              _timer.TimeChanged += Update;
              _timer.Idle += Idle;

              _clock.Start();
              _timer.Start();
        }
Example #7
0
        /// <summary>
        /// Initializes the game.
        /// </summary>
        public static void Initialize()
        {
            _clock              = new HighPrecisionClock();
            _timer              = new FixedStepTimer(_clock);
            _timer.TimeChanged += Update;
            _timer.Idle        += Idle;

            _clock.Start();
            _timer.Start();
        }
Example #8
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);
        }
Example #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);
        }
Example #10
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);
        }
Example #11
0
        private void AddGameLoop()
        {
            _clock = new HighPrecisionClock();
            _clock.Start();
            CompositionTarget.Rendering    += OnCompositionTargetRendering;
            ComponentDispatcher.ThreadIdle += OnApplicationIdle;

            // The FixedStepTimer reads the clock and triggers the game loop at 60 Hz.
            _timer = new FixedStepTimer(_clock)
            {
                StepSize = new TimeSpan(166667), // ~60 Hz
                //StepSize = new TimeSpan(333333), // ~30 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();

            Editor.Services.Register(typeof(IGameTimer), null, _timer);
        }
Example #12
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();
        }
Example #13
0
        //--------------------------------------------------------------
        public MyGame()
        {
            Lock = new object();

              // ----- Service Container
              // 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);

              _serviceContainer.Register(typeof(MyGame), null, this);

              // ----- Storage
              // Create a "virtual file system" for reading game assets.
              _titleStorage = new TitleStorage("Content");
              _assetsStorage = new ZipStorage(_titleStorage, "Content.zip");
              _digitalRuneStorage = new ZipStorage(_titleStorage, "DigitalRune.zip");
              _vfsStorage = new VfsStorage();
              _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));

              // Get DXGIOutput to call WaitForVerticalBlank() in the game loop.
              using (var dxgiFactory = new SharpDX.DXGI.Factory1())
              using (var dxgiAdapter = dxgiFactory.GetAdapter1(0))
            _dxgiOutput = dxgiAdapter.GetOutput(0);

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

              // ----- Timing
              // The game loop runs in a parallel thread to keep the UI thread responsive.
              // To measure the time that has passed, we use a HighPrecisionClock.
              _clock = new HighPrecisionClock();
              _clock.Start();
              _gameLoopTask = ThreadPool.RunAsync(GameLoopTaskAction, WorkItemPriority.High, WorkItemOptions.TimeSliced)
                                .AsTask();

              // 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();

              CoreApplication.Suspending += OnCoreApplicationSuspending;

              // DirectX buffers only a limit amount of Present calls per frame which is controlled by
              // the MaximumFrameLatency property. The default value is usually 3. If the application
              // uses more SwapChainPresentationTargets we must increase this property.
              //var d3dDevice = (SharpDX.Direct3D11.Device)_graphicsManager.GraphicsDevice.Handle;
              //using (var dxgiDevice2 = d3dDevice.QueryInterface<SharpDX.DXGI.Device2>())
              //  dxgiDevice2.MaximumFrameLatency = numberOfSwapChainPanels;
        }
Example #14
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public MyGame()
        {
            Lock = new object();

            // ----- Service Container
            // 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);

            _serviceContainer.Register(typeof(MyGame), null, this);

            // ----- Storage
            // Create a "virtual file system" for reading game assets.
            _titleStorage       = new TitleStorage("Content");
            _assetsStorage      = new ZipStorage(_titleStorage, "Content.zip");
            _digitalRuneStorage = new ZipStorage(_titleStorage, "DigitalRune.zip");
            _vfsStorage         = new VfsStorage();
            _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));

            // Get DXGIOutput to call WaitForVerticalBlank() in the game loop.
            using (var dxgiFactory = new SharpDX.DXGI.Factory1())
                using (var dxgiAdapter = dxgiFactory.GetAdapter1(0))
                    _dxgiOutput = dxgiAdapter.GetOutput(0);

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

            // ----- Timing
            // The game loop runs in a parallel thread to keep the UI thread responsive.
            // To measure the time that has passed, we use a HighPrecisionClock.
            _clock = new HighPrecisionClock();
            _clock.Start();
            _gameLoopTask = ThreadPool.RunAsync(GameLoopTaskAction, WorkItemPriority.High, WorkItemOptions.TimeSliced)
                            .AsTask();

            // 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();

            CoreApplication.Suspending += OnCoreApplicationSuspending;

            // DirectX buffers only a limit amount of Present calls per frame which is controlled by
            // the MaximumFrameLatency property. The default value is usually 3. If the application
            // uses more SwapChainPresentationTargets we must increase this property.
            //var d3dDevice = (SharpDX.Direct3D11.Device)_graphicsManager.GraphicsDevice.Handle;
            //using (var dxgiDevice2 = d3dDevice.QueryInterface<SharpDX.DXGI.Device2>())
            //  dxgiDevice2.MaximumFrameLatency = numberOfSwapChainPanels;
        }
Example #15
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();
        }
Example #16
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();
        }
Example #17
0
 /// <summary>
 /// Initializes the game.
 /// </summary>
 private static void Initialize()
 {
     _clock = new HighPrecisionClock();
       _timer = new FixedStepTimer(_clock);
       _clock.Start();
       _timer.Start();
 }
Example #18
0
        private void AddGameLoop()
        {
            _clock = new HighPrecisionClock();
            _clock.Start();
            CompositionTarget.Rendering += OnCompositionTargetRendering;
            ComponentDispatcher.ThreadIdle += OnApplicationIdle;

            // The FixedStepTimer reads the clock and triggers the game loop at 60 Hz.
            _timer = new FixedStepTimer(_clock)
            {
                StepSize = new TimeSpan(166667), // ~60 Hz
                //StepSize = new TimeSpan(333333), // ~30 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();

            Editor.Services.Register(typeof(IGameTimer), null, _timer);
        }
Example #19
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);
        }
Example #20
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();
        }
Example #21
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();
        }