public override void Update(GameTime gameTime) { foreach (Entity e in EntityList) { var scriptHandlers = e.GetComponent <CScriptHandlers>(); foreach (int callbackID in scriptHandlers.ScriptHandlerIDs) { GameRegistry.FetchScriptCallback(callbackID)(e, gameTime); } } }
public static void Initialize() { GameRegistry.Initialize(); entityList = new List <Entity>(); systemList = new List <System>(); chngEntsQueue = new List <Entity>(); addEntsQueue = new List <Entity>(); rmvEntsQueue = new List <Entity>(); manager = new NodeListManager(GetAllEntities); NextInstanceID = 0x00000001; }
public static Entity SpawnPrefab(int code) { return(AddEntity(GameRegistry.CreatePrefab(code))); }
public override void Update(GameTime gameTime) { //Update Keyboard and Mouse States PreviousKeyboardState = CurrentKeyboardState; CurrentKeyboardState = Keyboard.GetState(); PreviousMouseState = CurrentMouseState; CurrentMouseState = Mouse.GetState(); //Clear Data Structures ActiveActions.Clear(); ActiveStates.Clear(); ActiveRanges.Clear(); MappedKeyboardKeys.Clear(); MappedMouseButtons.Clear(); MappedMouseRanges.Clear(); RangeValues.Clear(); MouseScreenLocation = new Point(CurrentMouseState.X, CurrentMouseState.Y); //Sort EntityList by InputMap Priority EntityList.Sort((Entity x, Entity y) => { if (x.GetComponent <CInputMap>().Priority < y.GetComponent <CInputMap>().Priority) { return(-1); } else if (x.GetComponent <CInputMap>().Priority > y.GetComponent <CInputMap>().Priority) { return(1); } else { return(0); } }); //Map Raw Inputs to Actions, States and Ranges foreach (Entity e in EntityList) { var inputMap = e.GetComponent <CInputMap>(); //KEYBOARD KEY TO ACTION foreach (KeyValuePair <Keys, int> pair in inputMap.KeyboardKeyToAction) { if (!MappedKeyboardKeys.Contains(pair.Key)) { if (PreviousKeyboardState.IsKeyUp(pair.Key) && CurrentKeyboardState.IsKeyDown(pair.Key)) { ActiveActions.Add(pair.Value); MappedKeyboardKeys.Add(pair.Key); } } } //KEYBOARD KEY TO STATE foreach (KeyValuePair <Keys, int> pair in inputMap.KeyboardKeyToState) { if (!MappedKeyboardKeys.Contains(pair.Key)) { if (CurrentKeyboardState.IsKeyDown(pair.Key)) { ActiveStates.Add(pair.Value); MappedKeyboardKeys.Add(pair.Key); } } } //MOUSE BUTTON TO ACTION foreach (KeyValuePair <MouseButtons, int> pair in inputMap.MouseButtonToAction) { if (!MappedMouseButtons.Contains(pair.Key)) { if (pair.Key == MouseButtons.LeftButton) { if (PreviousMouseState.LeftButton == ButtonState.Released && CurrentMouseState.LeftButton == ButtonState.Pressed) { ActiveActions.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } if (pair.Key == MouseButtons.RightButton) { if (PreviousMouseState.RightButton == ButtonState.Released && CurrentMouseState.RightButton == ButtonState.Pressed) { ActiveActions.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } if (pair.Key == MouseButtons.MiddleButton) { if (PreviousMouseState.MiddleButton == ButtonState.Released && CurrentMouseState.MiddleButton == ButtonState.Pressed) { ActiveActions.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } if (pair.Key == MouseButtons.XButton1) { if (PreviousMouseState.XButton1 == ButtonState.Released && CurrentMouseState.XButton1 == ButtonState.Pressed) { ActiveActions.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } if (pair.Key == MouseButtons.XButton2) { if (PreviousMouseState.XButton2 == ButtonState.Released && CurrentMouseState.XButton2 == ButtonState.Pressed) { ActiveActions.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } } } //MOUSE BUTTON TO STATE foreach (KeyValuePair <MouseButtons, int> pair in inputMap.MouseButtonToState) { if (!MappedMouseButtons.Contains(pair.Key)) { if (pair.Key == MouseButtons.LeftButton) { if (CurrentMouseState.LeftButton == ButtonState.Pressed) { ActiveStates.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } if (pair.Key == MouseButtons.RightButton) { if (CurrentMouseState.RightButton == ButtonState.Pressed) { ActiveStates.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } if (pair.Key == MouseButtons.MiddleButton) { if (CurrentMouseState.MiddleButton == ButtonState.Pressed) { ActiveStates.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } if (pair.Key == MouseButtons.XButton1) { if (CurrentMouseState.XButton1 == ButtonState.Pressed) { ActiveStates.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } if (pair.Key == MouseButtons.XButton2) { if (CurrentMouseState.XButton2 == ButtonState.Pressed) { ActiveStates.Add(pair.Value); MappedMouseButtons.Add(pair.Key); } } } } //MOUSE RANGE TO RANGE foreach (KeyValuePair <MouseRanges, int> pair in inputMap.MouseRangeToRange) { if (!MappedMouseRanges.Contains(pair.Key)) { if (pair.Key == MouseRanges.ScrollDelta) { ActiveRanges.Add(pair.Value); RangeValues.Add(pair.Value, CurrentMouseState.ScrollWheelValue - PreviousMouseState.ScrollWheelValue); MappedMouseRanges.Add(pair.Key); } if (pair.Key == MouseRanges.MouseHorizontalDelta) { float hCenter = ViewPort.Width / 2; ActiveRanges.Add(pair.Value); RangeValues.Add(pair.Value, CurrentMouseState.X - hCenter); MappedMouseRanges.Add(pair.Key); } if (pair.Key == MouseRanges.MouseVerticalDelta) { float vCenter = ViewPort.Height / 2; ActiveRanges.Add(pair.Value); RangeValues.Add(pair.Value, CurrentMouseState.Y - vCenter); MappedMouseRanges.Add(pair.Key); } } } } //Given the Mapped Inputs, Call all Callbacks and see if they can use the Mapped Input foreach (Entity e in EntityList) { var inputHandlers = e.GetComponent <CInputHandlers>(); foreach (int callbackID in inputHandlers.InputHandlerIDs) { GameRegistry.FetchInputCallback(callbackID)(e, gameTime, ActiveActions, ActiveStates, ActiveRanges, RangeValues); } } }