2012-05-17 03:11:34 +00:00
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#region CHANGELOG
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2012-03-19 23:57:59 +00:00
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/*
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* Axios Engine
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*
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* By: Nathan Adams
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*
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* CHANGELOG
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*
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* 1.0.0.0
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* - Initial Version
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*
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* 1.0.0.1
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* - Adding staic function SetResolution
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*
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* 1.0.0.2
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* - Adding flag when removing object from Farseer to prevent it from getting removed twice
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*
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* 1.0.0.3
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* - Axios.Engine.File namespace
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* - Adding title file reading support
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* - Adding iosloated file storage support
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*
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* 1.0.0.4 - 3/9/2012
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* - Condensing AddGameObject into a single method
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*
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* 1.0.0.5 - 3/9/2012
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* - Adding checks in MenuScreen to make sure screen doesn't get struck in transition
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*
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* 1.0.0.6 - 3/10/2012
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* - Added Singleton class
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* - Added Logging class
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* - Added LoggingFlag flags
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* - Added static loglevel setting
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* - Moving some enums out of classes
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* - Adding AxiosRegularFile class
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*
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* 1.0.0.7 - 3/11/2012
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* - Adding IAxiosFile interface
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*
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* 1.0.0.8 - 3/15/2012
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* - Adding code for breakable bodies
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*
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* 1.0.0.9 - 3/16/2012
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* - Changeing the complex objects alot - now they are more like "chained" objects
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2012-03-21 05:12:11 +00:00
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* - Adding checks for if objects are getting deleted too fast
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*
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* 1.0.1.0 - 3/20/2012
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* - Taking out hard coded debug statements for the screen system
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* - Adding field to allow/disallow automated mouse joints per object
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* - Fixing bug with last screen not exiting if it is a background screen
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*
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2012-03-24 03:19:58 +00:00
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* 1.0.1.1 - 3/22/2012
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2012-03-24 04:56:23 +00:00
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* - Fixing UI collision with mouse pointer
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* - Adding AxiosRectangle and AxiosPoint classes
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2012-03-24 23:06:51 +00:00
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* - Adding properties in DrawableAxiosGameObject to turn on/off the following:
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* - AdjustUnits
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* - RelativeToCamera
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* - Cleaning and sorting using statements
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*
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2012-04-07 18:15:15 +00:00
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* 1.0.1.2 - 4/1/2012
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* - Making AxiosTimer inheirt from AxiosGameObject for it to be casted properly
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2012-03-19 23:57:59 +00:00
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*
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2012-04-08 19:40:58 +00:00
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* 1.0.1.3 - 4/7/2012
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* - Adding a check in the AxiosTimer update to only tick if the game is active
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*
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2012-05-06 00:34:37 +00:00
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* 1.0.1.4 - 4/27/2012
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* - Merging the new GSM
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*
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* 1.0.1.5 - 5/5/2012
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* - Adding SplitFlat extension for Texture2D
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2012-05-06 04:19:21 +00:00
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* - Removing uneeded Game Screen checking code
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* - Adding SplitFlat extension with offsets for Texture2D
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2012-05-12 22:45:03 +00:00
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* - Adding support for Gleed2D
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* - Splitting the code for Gleed2D into seperate files
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* - Adding a cache for loading in textures for Gleed2D
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2012-05-12 23:36:46 +00:00
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* - Adding GetStream(FileMode) to get the stream of a file
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2012-05-12 23:49:22 +00:00
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* - Adding support to load a Gleed2D level from a stream
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2012-05-13 03:02:23 +00:00
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* - Adjusting units for Gleed2D position for Farseer bodies
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* - Modfying draw method in AxiosGameScreen to draw Gleed2D textures
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2012-05-14 03:20:50 +00:00
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* - Fixing path placement in Farseer
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* - Moving base.draw to last in AxiosGameScreen to make sure Farseer debug information is visible
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2012-05-16 04:10:39 +00:00
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* - Removing old debugging code
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2012-05-17 03:04:03 +00:00
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* - Adding an extension to determine what side the objects collided on
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* - Correcting misspelling of Extensions in String and Texture2D
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2012-05-06 00:34:37 +00:00
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*
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2012-05-19 02:29:00 +00:00
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* 1.0.1.6 - 5/18/2012
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* - Adding cut extension - [Author: BJD]
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* - Adding support for custom handling of Gleed2D items
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2012-05-19 02:35:58 +00:00
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* - Changing location of GetTexture to extensions
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2012-05-19 21:19:06 +00:00
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* - Enabling commented log messages
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* - Fixing bug where loadrecentangleitem wouldn't be called by Gleed2D library
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2012-05-22 02:53:14 +00:00
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* - Changing AxiosTitleFile.GetStream() to return Stream instead of FileStream
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* - Changing IAxiosFile.GetStream() to return Stream instead of FileStream
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2012-05-26 23:36:11 +00:00
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* - Adding support for XNACC
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2012-05-27 03:53:55 +00:00
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* - Fixed a bug where cleanup actions were being performed in Deactivate instead of Unload in AxiosGameScreen
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2012-05-28 22:01:03 +00:00
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* - Adding IsNullOrWhiteSpace extension for support for Xbox 360
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* - Upon some testing - developers will need to use #if WINDOWS/#endif tags to make sure they can't use XNACC in WP7/Xbox360
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2012-05-29 03:31:46 +00:00
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* - Adding axioslog command to output AxiosLog
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2012-05-29 21:43:50 +00:00
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* - Changing variables in CommandConsoleBase to be non-static
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2012-06-03 20:39:11 +00:00
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* - Adding rotation to DrawableAxiosGameObject
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* - Adding InputState extensions to test for input agaisnt Player One
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2012-06-03 21:58:30 +00:00
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* - Adding the ability to disable commands in XNACC from AxiosCommandConsole
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2012-06-16 22:30:09 +00:00
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* - Adding a behavior in AxiosGameScreen where the camera will be controllable via
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* arrow keys in DEBUG releases and disabled in RELEASE releases. This behavior can
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* be overwritten in each screen
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* - Adding output to tcc console command to signal if it was disabled/enabled
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* - Adding DegreeToRadian/RadianToDegree double extensions
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2012-06-24 19:56:13 +00:00
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* - Fixing UI detect bug
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* - Adding Width/Height/Position/RealPosition to DrawableAxiosGameObject
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2012-05-28 22:01:03 +00:00
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*
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2012-05-19 02:29:00 +00:00
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*
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2012-03-19 23:57:59 +00:00
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*/
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2012-05-17 03:11:34 +00:00
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#endregion
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2012-03-19 23:57:59 +00:00
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using System.Reflection;
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using Axios.Engine.Log;
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2012-03-24 23:06:51 +00:00
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using Microsoft.Xna.Framework;
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2012-03-19 23:57:59 +00:00
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namespace Axios
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{
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public enum ResolutionSetting
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{
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Windows,
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Xbox360,
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WP7_Portrait,
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WP7_Landscape
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}
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public static class Settings
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{
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public static LoggingFlag Loglevel = LoggingFlag.ALL;
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#if WINDOWS
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public static string Version = "Axios Engine " + Assembly.GetExecutingAssembly().GetName().Version.ToString();
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#elif XBOX360 || WINDOWS_PHONE
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private static AssemblyName assemblyref = new AssemblyName(Assembly.GetExecutingAssembly().FullName);
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public static string Version = "Axios Engine " + Settings.assemblyref.Version;
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#endif
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public static bool ScreenSaver = false;
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private static ResolutionSetting _ressetting;
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/// <summary>
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/// We should have two seperate resolutions for seperate devices.
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/// This way you can have one source to preform calculations on world size depending on the device.
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/// </summary>
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public static void SetResolution(GraphicsDeviceManager graphics, ResolutionSetting setting)
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{
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//height is first
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graphics.PreferredBackBufferHeight = GetResolution(setting)[0];
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graphics.PreferredBackBufferWidth = GetResolution(setting)[1];
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_ressetting = setting;
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}
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private static int[] GetResolution(ResolutionSetting setting)
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{
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int[] screendim = new int[2];
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screendim[0] = 0;
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screendim[1] = 0;
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if (setting == ResolutionSetting.Windows || setting == ResolutionSetting.Xbox360)
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{
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screendim[0] = 720;
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screendim[1] = 1280;
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}
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if (setting == ResolutionSetting.WP7_Landscape)
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{
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screendim[0] = 480;
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screendim[1] = 800;
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} else if (setting == ResolutionSetting.WP7_Portrait)
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{
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screendim[0] = 800;
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screendim[1] = 480;
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}
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return screendim;
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}
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public static float GetHeightScale()
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{
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if (_ressetting == ResolutionSetting.WP7_Landscape || _ressetting == ResolutionSetting.WP7_Portrait)
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{
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return (float)GetResolution(_ressetting)[0] / (float)GetResolution(ResolutionSetting.Windows)[0];
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}
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else
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{
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return 1f;
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}
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}
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public static float GetWidthScale()
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{
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if (_ressetting == ResolutionSetting.WP7_Landscape || _ressetting == ResolutionSetting.WP7_Portrait)
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{
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return (float)GetResolution(_ressetting)[1] / (float)GetResolution(ResolutionSetting.Windows)[1];
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}
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else
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{
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return 1f;
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}
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}
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public static float GetScale()
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{
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return GetHeightScale() / GetWidthScale();
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}
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public static float DisplayUnitToSimUnitRatio = 24f;
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}
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}
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