Adding default Font if one is not provided
Adding a flag to AxiosGameScreen to allow a developer to disable input across everything if the console is visible/active. Changing Deactivate to Unload because Unload is what is gets called when a screen is told to go away --HG-- branch : xnacc-integration
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@ -92,6 +92,7 @@
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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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* - Adding support for XNACC
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* - Fixed a bug where cleanup actions were being performed in Deactivate instead of Unload in AxiosGameScreen
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*
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*/
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#endregion
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@ -20,27 +20,40 @@ using Microsoft.Xna.Framework;
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namespace Axios.Engine
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{
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class AxiosCommandConsole : CommandConsoleBase
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public class AxiosCommandConsole : CommandConsoleBase
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{
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//private AxiosGameScreen _gameScreen;
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public AxiosCommandConsole(AxiosGameScreen gameScreen)
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: base(gameScreen.ScreenManager.Game)
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{
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//_gameScreen = gameScreen;
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Keyboard = gameScreen.ScreenManager.InputState;
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}
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public AxiosCommandConsole(AxiosGameScreen gameScreen, SpriteFont font)
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: base(gameScreen.ScreenManager.Game, font)
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{
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//_gameScreen = gameScreen;
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Keyboard = gameScreen.ScreenManager.InputState;
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}
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protected override void LoadContent()
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protected void LoadDefault()
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{
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FadeColor = Color.White * 0.5f;
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Texture2D tmp = new Texture2D(GraphicsDevice, 1, 1);
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tmp.SetData<Color>(new Color[] { Color.Black });
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FadeImage = tmp;
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}
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public override void LoadContent(ContentManager content)
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{
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base.LoadContent(content);
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}
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protected override void LoadContent()
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{
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if (Font == null)
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Font = Game.Content.Load<SpriteFont>("Console");
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base.LoadContent();
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}
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}
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@ -53,8 +66,9 @@ using System.Text;
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using Microsoft.Xna.Framework.Graphics;
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namespace Axios.Engine
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{
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class AxiosCommandConsole
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public class AxiosCommandConsole
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{
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public bool Active = false;
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public AxiosCommandConsole(AxiosGameScreen gameScreen)
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{
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@ -43,6 +43,14 @@ namespace Axios.Engine
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AxiosCommandConsole _console = null;
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protected bool AllowKeyboardWhileConsoleIsActive = false;
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public AxiosCommandConsole Console
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{
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get { return _console; }
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private set { _console = value; }
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}
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public AxiosGameScreen()
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: base()
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{
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@ -110,6 +118,7 @@ namespace Axios.Engine
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_console = (AxiosCommandConsole)obj;
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#if WINDOWS
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ScreenManager.Game.Components.Add(_console);
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_console.LoadContent(ScreenManager.Game.Content);
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#endif
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}
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if (obj is AxiosGameObject || obj is AxiosUIObject || obj is AxiosTimer)
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@ -230,7 +239,7 @@ namespace Axios.Engine
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public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
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{
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base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
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if (this._objectstoremove.Count > 0)
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{
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List<AxiosGameObject> list = this._objectstoremove.ToList<AxiosGameObject>();
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@ -379,17 +388,21 @@ namespace Axios.Engine
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public override void HandleInput(GameTime gameTime, InputState input)
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{
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base.HandleInput(gameTime, input);
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if ((AllowKeyboardWhileConsoleIsActive && _console.Active) || !_console.Active)
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{
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base.HandleInput(gameTime, input);
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foreach (AxiosGameObject g in _gameObjects.ToList())
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g.HandleInput(this, input, gameTime);
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foreach (AxiosGameObject g in _gameObjects.ToList())
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g.HandleInput(this, input, gameTime);
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foreach (AxiosUIObject g in _uiobjects.ToList())
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g.HandleInput(this, input, gameTime);
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foreach (AxiosUIObject g in _uiobjects.ToList())
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g.HandleInput(this, input, gameTime);
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}
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}
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public override void Deactivate()
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public override void Unload()
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{
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//System.Diagnostics.Debugger.Break();
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base.Deactivate();
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AxiosLog.Instance.AddLine("Memory usage before cleanup: " + GC.GetTotalMemory(true).ToString(), LoggingFlag.DEBUG);
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foreach (AxiosGameObject g in _gameObjects)
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@ -409,6 +422,13 @@ namespace Axios.Engine
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//AxiosIsolatedFile f = new AxiosIsolatedFile("log.log");
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//f.WriteData(AxiosLog.Instance.GetLog(), FileMode.Append);
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//CleanUp();
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#if WINDOWS
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if (_console != null)
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{
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ScreenManager.Game.Components.Remove(_console);
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_console.Dispose();
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}
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#endif
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}
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