Example #1
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="game">The <see cref="QSGame"/> instance for the game</param>
        public GamePadHandler(QSGame game)
            : base(game)
        {
            this.currentGamePadStates  = new GamePadState[MaxNumGamepads];
            this.previousGamePadStates = new GamePadState[MaxNumGamepads];

            previousButtonsHeld = new Dictionary <int, bool> [MaxNumGamepads];
            for (int i = 0; i < previousButtonsHeld.Length; i++)
            {
                previousButtonsHeld[i] = new Dictionary <int, bool>();
            }
        }
Example #2
0
        /// <summary>
        /// Gets the list of input handlers
        /// </summary>
        /// <param name="game">Instance of the current <see cref="QSGame"/></param>
        /// <returns>A list of handlers</returns>
        /// <exception cref="ArgumentNullException">If <paramref name="game"/> is null</exception>
        /// <exception cref="ArgumentException">If the configuration does not contain a handlers section</exception>
        /// <exception cref="XmlException">If the specified handler entry is invalid</exception>
        /// <exception cref="TypeLoadException">If the handler could not be loaded or created</exception>
        public List <InputHandler> GetInputHandlers(QSGame game)
        {
            if (game == null)
            {
                throw new ArgumentNullException("game");
            }

            List <string> path        = new List <string>(new string[] { ConfigurationManager.SectionConfiguration, ConfigurationManager.SectionInputManager });
            XmlNode       managerNode = this.GetNode(path);

            if (managerNode == null)
            {
                throw new ArgumentException(string.Format(CultureInfo.InvariantCulture, "section '{0}' was not found", "managers"));
            }

            List <InputHandler> handlers = new List <InputHandler>();

            for (int i = managerNode.ChildNodes.Count - 1; i >= 0; --i)
            {
                XmlNode node = managerNode.ChildNodes[i];

                // Skip comment nodes
                if (node.NodeType == XmlNodeType.Comment)
                {
                    continue;
                }

                string typeName = node.Attributes[ConfigurationManager.AttributeValue].Value;
                if (string.IsNullOrEmpty(typeName) == true)
                {
                    throw new XmlException("The input handler type was not specified in configuration file");
                }

                Type type = Type.GetType(typeName);
                if (type == null)
                {
                    throw new TypeLoadException(string.Format(CultureInfo.InvariantCulture, "Could not find input handler type '{0}'", typeName));
                }

                InputHandler handler = QSActivator.CreateInstance(type, game) as InputHandler;
                if (handler == null)
                {
                    throw new TypeLoadException(string.Format(CultureInfo.InvariantCulture, "Input handler type '{0}' was not found", typeName));
                }

                handlers.Add(handler);
            }

            return(handlers);
        }
Example #3
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="game">The <see cref="QSGame"/> instance for the game</param>
        public MouseHandler(QSGame game)
            : base(game)
        {
            MouseState state = Mouse.GetState();

            this.lastState[MouseButton.Left]     = state.LeftButton;
            this.lastState[MouseButton.Middle]   = state.MiddleButton;
            this.lastState[MouseButton.Right]    = state.RightButton;
            this.lastState[MouseButton.XButton1] = state.XButton1;
            this.lastState[MouseButton.XButton2] = state.XButton2;

            this.lastScrollValue = state.ScrollWheelValue;

            lastPositionX = lastPositionY = 100;
            Mouse.SetPosition(lastPositionX, lastPositionY);

            this.Game.Activated   += this.Game_Activated;
            this.Game.Deactivated += this.Game_Deactivated;
            this.Game.GameMessage += this.Game_GameMessage;
        }
Example #4
0
        /// <summary>
        /// Create instance of a type.
        /// </summary>
        /// <remarks>
        /// The type must contain a constructor of the form: Type(QSGame)
        /// </remarks>
        /// <param name="type">The <see cref="Type"/> to instantiate.</param>
        /// <param name="game">The <see cref="QSGame"/> instance to pass to the class constructor.</param>
        /// <returns>An instance of the specified <see cref="Type"/> or null if it could not be instantiated</returns>
        /// <exception cref="ArgumentNullException">If <paramref name="type"/> or <paramref name="=game"/> are null.</exception>
        public static object CreateInstance(Type type, QSGame game)
        {
            if (type == null)
            {
                throw new ArgumentNullException("type");
            }

            if (game == null)
            {
                throw new ArgumentNullException("game");
            }

            ConstructorInfo info = type.GetConstructor(new Type[] { typeof(QSGame) });

            if (info == null)
            {
                return(null);
            }

            object instance;

            try
            {
                instance = info.Invoke(new object[] { game });
            }
            catch (Exception exception)
            {
                if (exception is SystemException)
                {
                    throw;
                }

                instance = null;
            }

            return(instance);
        }
Example #5
0
 /// <summary>
 /// Default constructor
 /// </summary>
 public Scene(QSGame game)
 {
     this.game        = game;
     this.fogSettings = new FogSettings();
 }
Example #6
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="game">The <see cref="QSGame"/> instance for the game</param>
 public BaseManager(QSGame game)
 {
     this.enabled     = true;
     this.updateOrder = -1;
     this.game        = game;
 }
Example #7
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="game">The <see cref="QSGame"/> instance for the game</param>
 public InputHandler(QSGame game)
 {
     this.enabled     = false;
     this.updateOrder = -1;
     this.game        = game;
 }
Example #8
0
 /// <summary>
 /// Creates a keyboard handler.
 /// </summary>
 /// <param name="game"></param>
 public KeyboardHandler(QSGame game)
     : base(game)
 {
     this.previousDownKeys = new List <KeyInfo>();
 }
Example #9
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="game">Instance of the current <see cref="QSGame"/></param>
 public Settings(QSGame game) : this()
 {
     game.GameExiting += Game_Exiting;
 }
Example #10
0
 /// <summary>
 /// Creates and initializes a scene manager.
 /// </summary>
 /// <param name="game">Base engine game class</param>
 public SceneManager(QSGame game) :
     base(game)
 {
     this.Game.Services.AddService(typeof(SceneManager), this);
 }
Example #11
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="game">The <see cref="QSGame"/> instance for the game</param>
 public InputManager(QSGame game)
     : base(game)
 {
     this.UpdateOrder = Int32.MaxValue;
     this.handlers    = new List <InputHandler>();
 }