/// <summary> /// Loads all content for the game, and starts the systems. /// </summary> /// <param name="sender">Irrelevant.</param> /// <param name="e">Irrelevant.</param> private void Window_Load(object sender, EventArgs e) { SysConsole.Output(OutputType.INIT, "GameClient starting load sequence..."); GL.Viewport(0, 0, Window.Width, Window.Height); GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); GL.Disable(EnableCap.CullFace); GraphicsUtil.CheckError("GEB - Initial"); SysConsole.Output(OutputType.INIT, "GameClient loading file helpers..."); Files = new FileHandler(); Files.Init(); SysConsole.Output(OutputType.INIT, "GameClient loading shader helpers..."); Shaders = new ShaderEngine(); Shaders.InitShaderSystem(); SysConsole.Output(OutputType.INIT, "GameClient loading texture helpers..."); Textures = new TextureEngine(); Textures.InitTextureSystem(Files); GraphicsUtil.CheckError("GEB - Textures"); SysConsole.Output(OutputType.INIT, "GameClient loading font helpers..."); GLFonts = new GLFontEngine(Textures, Shaders); GLFonts.Init(Files); FontSets = new FontSetEngine(GLFonts) { FixTo = Shaders.ColorMult2DShader }; // TODO: FGE/Core->Languages engine! FontSets.Init((subdata) => null, () => Ortho, () => GlobalTickTime); GraphicsUtil.CheckError("GEB - Fonts"); SysConsole.Output(OutputType.INIT, "GameClient loading 2D/UI render helper..."); MainUI = new ViewUI2D(this); SysConsole.Output(OutputType.INIT, "GameEngine loading model engine..."); Animations = new AnimationEngine(); Models = new ModelEngine(); Models.Init(Animations, this); SysConsole.Output(OutputType.INIT, "GameEngine loading render helper..."); Rendering3D = new Renderer(Textures, Shaders, Models); Rendering3D.Init(); Rendering2D = new Renderer2D(Textures, Shaders); Rendering2D.Init(); SysConsole.Output(OutputType.INIT, "GameClient calling engine load..."); CurrentEngine.Load(); SysConsole.Output(OutputType.INIT, "GameClient calling external load event..."); OnWindowLoad?.Invoke(); SysConsole.Output(OutputType.INIT, "GameClient is ready and loaded! Starting main game loop..."); GraphicsUtil.CheckError("GEB - Loaded"); Loaded = true; }
/// <summary> /// Called when the window is loading, only to be used by the startup process. /// </summary> void Window_Load(object sender, EventArgs e) { SysConsole.Output(OutputType.CLIENTINIT, "Window generated!"); DPIScale = Window.Width / CVars.r_width.ValueF; SysConsole.Output(OutputType.CLIENTINIT, "DPIScale is " + DPIScale + "!"); SysConsole.Output(OutputType.CLIENTINIT, "Setting up a game engine backend placeholder..."); FakeEngine(); SysConsole.Output(OutputType.CLIENTINIT, "Loading base textures..."); PreInitRendering(); Textures = new TextureEngine(); Textures.InitTextureSystem(Files); ItemFrame = Textures.GetTexture("ui/hud/item_frame"); CWindow.Textures = Textures; SysConsole.Output(OutputType.CLIENTINIT, "Loading shaders..."); Shaders = new ShaderEngine(); GLVendor = GL.GetString(StringName.Vendor); GLVersion = GL.GetString(StringName.Version); GLRenderer = GL.GetString(StringName.Renderer); SysConsole.Output(OutputType.CLIENTINIT, "Vendor: " + GLVendor + ", GLVersion: " + GLVersion + ", Renderer: " + GLRenderer); if (GLVendor.ToLowerFast().Contains("intel")) { SysConsole.Output(OutputType.CLIENTINIT, "Disabling good graphics (Appears to be Intel: '" + GLVendor + "')"); Shaders.MCM_GOOD_GRAPHICS = false; } Shaders.InitShaderSystem(); CWindow.Shaders = Shaders; Engine.GetShaders(); GraphicsUtil.CheckError("Load - Shaders"); SysConsole.Output(OutputType.CLIENTINIT, "Loading animation engine..."); Animations = new AnimationEngine(); CWindow.Animations = Animations; SysConsole.Output(OutputType.CLIENTINIT, "Loading model engine..."); Models = new ModelEngine(); Models.Init(Animations, CWindow); LODHelp = new ModelLODHelper(this); CWindow.Models = Models; SysConsole.Output(OutputType.CLIENTINIT, "Loading rendering helper..."); Rendering = new Renderer(Textures, Shaders, Models); Rendering.Init(); CWindow.Rendering3D = Rendering; CWindow.Rendering2D = new Renderer2D(Textures, Shaders); CWindow.Rendering2D.Init(); SysConsole.Output(OutputType.CLIENTINIT, "Preparing load screen..."); load_screen = Textures.GetTexture("ui/menus/loadscreen"); Establish2D(); SWLoading.Start(); PassLoadScreen(); SysConsole.Output(OutputType.CLIENTINIT, "Loading block textures..."); TBlock = new TextureBlock(); TBlock.Generate(this, CVars, Textures, false); GraphicsUtil.CheckError("Load - Textures"); SysConsole.Output(OutputType.CLIENTINIT, "Loading fonts..."); Fonts = new GLFontEngine(Textures, Shaders); Fonts.Init(Files); FontSets = new FontSetEngine(Fonts); FontSets.Init((subdat) => Languages.GetText(Files, subdat), () => Ortho, () => GlobalTickTimeLocal); GraphicsUtil.CheckError("Load - Fonts"); PassLoadScreen(); CWindow.FontSets = FontSets; CWindow.GLFonts = Fonts; SysConsole.Output(OutputType.CLIENTINIT, "Loading general graphics settings..."); CVars.r_vsync.OnChanged += OnVsyncChanged; OnVsyncChanged(CVars.r_vsync, EventArgs.Empty); CVars.r_cloudshadows.OnChanged += OnCloudShadowChanged; CVars.r_transpll.OnChanged += OnLLChanged; OnLLChanged(CVars.r_transpll, EventArgs.Empty); GraphicsUtil.CheckError("Load - General Graphics"); SysConsole.Output(OutputType.CLIENTINIT, "Loading UI engine..."); UIConsole.InitConsole(); // TODO: make this non-static InitChatSystem(); PassLoadScreen(); GraphicsUtil.CheckError("Load - UI"); SysConsole.Output(OutputType.CLIENTINIT, "Preparing rendering engine..."); InitRendering(); GraphicsUtil.CheckError("Load - Rendering"); SysConsole.Output(OutputType.CLIENTINIT, "Loading particle effect engine..."); Particles = new ParticleHelper(this) { Engine = new ParticleEngine(this) }; SysConsole.Output(OutputType.CLIENTINIT, "Preparing mouse and keyboard handlers..."); KeyHandler.Init(); Gamepad = new GamePadHandler(); Gamepad.Init(this); PassLoadScreen(); GraphicsUtil.CheckError("Load - Keyboard/mouse"); SysConsole.Output(OutputType.CLIENTINIT, "Building the sound system..."); Sounds.Init(Engine); GraphicsUtil.CheckError("Load - Sound"); SysConsole.Output(OutputType.CLIENTINIT, "Building game world..."); BuildWorld(); PassLoadScreen(); GraphicsUtil.CheckError("Load - World"); SysConsole.Output(OutputType.CLIENTINIT, "Preparing networking..."); Network = new NetworkBase(this); RegisterDefaultEntityTypes(); GraphicsUtil.CheckError("Load - Net"); PassLoadScreen(); SysConsole.Output(OutputType.CLIENTINIT, "Loading Voxel computer..."); try { VoxelComputer = new VoxelComputeEngine(); VoxelComputer.Init(this); } catch (Exception ex) { SysConsole.Output(ex); } PassLoadScreen(); SysConsole.Output(OutputType.CLIENTINIT, "Playing background music..."); BackgroundMusic(); CVars.a_musicvolume.OnChanged += OnMusicVolumeChanged; CVars.a_musicpitch.OnChanged += OnMusicPitchChanged; CVars.a_music.OnChanged += OnMusicChanged; CVars.a_echovolume.OnChanged += OnEchoVolumeChanged; OnEchoVolumeChanged(null, null); PassLoadScreen(); SysConsole.Output(OutputType.CLIENTINIT, "Setting up screens..."); TheMainMenuScreen = new MainMenuScreen(this); TheGameScreen = new GameScreen(this); TheSingleplayerMenuScreen = new SingleplayerMenuScreen(this); TheLoadScreen = new LoadScreen(this); CScreen = TheMainMenuScreen; SysConsole.Output(OutputType.CLIENTINIT, "Trying to grab RawGamePad..."); try { RawGamePad = new XInput(); } catch (Exception ex) { SysConsole.Output(OutputType.CLIENTINIT, "Failed to grab RawGamePad: " + ex.Message); } SysConsole.Output(OutputType.CLIENTINIT, "Preparing inventory..."); InitInventory(); PassLoadScreen(); SysConsole.Output(OutputType.CLIENTINIT, "Creating sky..."); CreateSkyBox(); SysConsole.Output(OutputType.CLIENTINIT, "Requesting a menu server..."); LocalServer?.ShutDown(); LocalServer = new Server(28009) { IsMenu = true }; // TODO: Grab first free port? Object locky = new Object(); bool ready = false; Schedule.StartAsyncTask(() => { LocalServer.StartUp("menu", () => { lock (locky) { ready = true; } }); }); while (true) { lock (locky) { if (ready) { break; } } PassLoadScreen(); Thread.Sleep(50); } SysConsole.Output(OutputType.CLIENTINIT, "Connecting to a menu server..."); Network.LastConnectionFailed = false; Network.Connect("localhost", "28009", true, null); // TODO: Grab accurate local IP? Stopwatch sw = new Stopwatch(); sw.Start(); bool annc = false; while (true) { if (Network.LastConnectionFailed) { SysConsole.Output(OutputType.CLIENTINIT, "Failed to connect to menu server! Failing!"); Window.Close(); return; } if (Network.IsAlive) { break; } sw.Stop(); long ms = sw.ElapsedMilliseconds; sw.Start(); if (ms > 10000 && !annc) { annc = true; SysConsole.Output(OutputType.WARNING, "Taking weirdly long, did something fail?!"); } if (ms > 20000) { SysConsole.Output(OutputType.CLIENTINIT, "Timed out while trying to connect to menu server! Failing!"); Window.Close(); return; } PassLoadScreen(); Thread.Sleep(50); } SysConsole.Output(OutputType.CLIENTINIT, "Showing main menu..."); ShowMainMenu(); GraphicsUtil.CheckError("Load - Final"); SysConsole.Output(OutputType.CLIENTINIT, "Ready and looping!"); }
/// <summary> /// Called when the window is loading, only to be used by the startup process. /// </summary> void Window_Load(object sender, EventArgs e) { SysConsole.Output(OutputType.INIT, "Window generated!"); DPIScale = Window.Width / CVars.r_width.ValueF; SysConsole.Output(OutputType.INIT, "DPIScale is " + DPIScale + "!"); SysConsole.Output(OutputType.INIT, "Loading base textures..."); PreInitRendering(); Textures = new TextureEngine(); Textures.InitTextureSystem(this); ItemFrame = Textures.GetTexture("ui/hud/item_frame"); SysConsole.Output(OutputType.INIT, "Loading shaders..."); Shaders = new ShaderEngine(); GLVendor = GL.GetString(StringName.Vendor); CVars.s_glvendor.Value = GLVendor; GLVersion = GL.GetString(StringName.Version); CVars.s_glversion.Value = GLVersion; GLRenderer = GL.GetString(StringName.Renderer); CVars.s_glrenderer.Value = GLRenderer; SysConsole.Output(OutputType.INIT, "Vendor: " + GLVendor + ", GLVersion: " + GLVersion + ", Renderer: " + GLRenderer); if (GLVendor.ToLowerFast().Contains("intel")) { SysConsole.Output(OutputType.INIT, "Disabling good graphics (Appears to be Intel: '" + GLVendor + "')"); Shaders.MCM_GOOD_GRAPHICS = false; } Shaders.InitShaderSystem(this); View3D.CheckError("Load - Shaders"); SysConsole.Output(OutputType.INIT, "Loading rendering helper..."); Rendering = new Renderer(Textures, Shaders); Rendering.Init(); SysConsole.Output(OutputType.INIT, "Preparing load screen..."); Texture load_screen = Textures.GetTexture("ui/menus/loadscreen"); load_screen.Bind(); Shaders.ColorMultShader.Bind(); Establish2D(); Rendering.RenderRectangle(0, 0, Window.Width, Window.Height); Window.SwapBuffers(); SysConsole.Output(OutputType.INIT, "Loading block textures..."); TBlock = new TextureBlock(); TBlock.Generate(this, CVars, Textures); View3D.CheckError("Load - Textures"); SysConsole.Output(OutputType.INIT, "Loading fonts..."); Fonts = new GLFontEngine(Shaders); Fonts.Init(this); FontSets = new FontSetEngine(Fonts); FontSets.Init(this); View3D.CheckError("Load - Fonts"); SysConsole.Output(OutputType.INIT, "Loading animation engine..."); Animations = new AnimationEngine(); SysConsole.Output(OutputType.INIT, "Loading model engine..."); Models = new ModelEngine(); Models.Init(Animations, this); SysConsole.Output(OutputType.INIT, "Loading general graphics settings..."); CVars.r_vsync.OnChanged += onVsyncChanged; onVsyncChanged(CVars.r_vsync, null); CVars.r_cloudshadows.OnChanged += onCloudShadowChanged; View3D.CheckError("Load - General Graphics"); SysConsole.Output(OutputType.INIT, "Loading UI engine..."); UIConsole.InitConsole(); // TODO: make this non-static InitChatSystem(); View3D.CheckError("Load - UI"); SysConsole.Output(OutputType.INIT, "Preparing rendering engine..."); InitRendering(); View3D.CheckError("Load - Rendering"); SysConsole.Output(OutputType.INIT, "Loading particle effect engine..."); Particles = new ParticleHelper(this) { Engine = new ParticleEngine(this) }; SysConsole.Output(OutputType.INIT, "Preparing mouse, keyboard, and gamepad handlers..."); KeyHandler.Init(); GamePadHandler.Init(); View3D.CheckError("Load - Keyboard/mouse"); SysConsole.Output(OutputType.INIT, "Building the sound system..."); Sounds = new SoundEngine(); Sounds.Init(this, CVars); View3D.CheckError("Load - Sound"); SysConsole.Output(OutputType.INIT, "Building game world..."); BuildWorld(); View3D.CheckError("Load - World"); SysConsole.Output(OutputType.INIT, "Preparing networking..."); Network = new NetworkBase(this); RegisterDefaultEntityTypes(); View3D.CheckError("Load - Net"); SysConsole.Output(OutputType.INIT, "Playing background music..."); BackgroundMusic(); CVars.a_musicvolume.OnChanged += onMusicVolumeChanged; CVars.a_musicpitch.OnChanged += onMusicPitchChanged; CVars.a_music.OnChanged += onMusicChanged; CVars.a_echovolume.OnChanged += OnEchoVolumeChanged; OnEchoVolumeChanged(null, null); SysConsole.Output(OutputType.INIT, "Setting up screens..."); TheMainMenuScreen = new MainMenuScreen(this); TheGameScreen = new GameScreen(this); TheSingleplayerMenuScreen = new SingleplayerMenuScreen(this); SysConsole.Output(OutputType.INIT, "Preparing inventory..."); InitInventory(); SysConsole.Output(OutputType.INIT, "Showing main menu..."); ShowMainMenu(); SysConsole.Output(OutputType.INIT, "Trying to grab RawGamePad..."); try { RawGamePad = new XInput(); } catch (Exception ex) { SysConsole.Output(OutputType.INIT, "Failed to grab RawGamePad: " + ex.Message); } View3D.CheckError("Load - Final"); SysConsole.Output(OutputType.INIT, "Ready and looping!"); }