axiosengine/axios/Axios_settings.cs
Nathan Adams 01748bc5f8 Fixing axios log flag detection
Adding dispose methods to AxiosFile objects
Adding extended log to AxiosLog
Fixing issue in CommandConsole where the first line would not be displayed
Adding commands to commandconsole
2015-01-02 20:14:38 -06:00

245 lines
9.2 KiB
C#

#region CHANGELOG
/*
* Axios Engine
*
* By: Nathan Adams
*
* CHANGELOG
*
* 1.0.0.0
* - Initial Version
*
* 1.0.0.1
* - Adding staic function SetResolution
*
* 1.0.0.2
* - Adding flag when removing object from Farseer to prevent it from getting removed twice
*
* 1.0.0.3
* - Axios.Engine.File namespace
* - Adding title file reading support
* - Adding iosloated file storage support
*
* 1.0.0.4 - 3/9/2012
* - Condensing AddGameObject into a single method
*
* 1.0.0.5 - 3/9/2012
* - Adding checks in MenuScreen to make sure screen doesn't get struck in transition
*
* 1.0.0.6 - 3/10/2012
* - Added Singleton class
* - Added Logging class
* - Added LoggingFlag flags
* - Added static loglevel setting
* - Moving some enums out of classes
* - Adding AxiosRegularFile class
*
* 1.0.0.7 - 3/11/2012
* - Adding IAxiosFile interface
*
* 1.0.0.8 - 3/15/2012
* - Adding code for breakable bodies
*
* 1.0.0.9 - 3/16/2012
* - Changeing the complex objects alot - now they are more like "chained" objects
* - Adding checks for if objects are getting deleted too fast
*
* 1.0.1.0 - 3/20/2012
* - Taking out hard coded debug statements for the screen system
* - Adding field to allow/disallow automated mouse joints per object
* - Fixing bug with last screen not exiting if it is a background screen
*
* 1.0.1.1 - 3/22/2012
* - Fixing UI collision with mouse pointer
* - Adding AxiosRectangle and AxiosPoint classes
* - Adding properties in DrawableAxiosGameObject to turn on/off the following:
* - AdjustUnits
* - RelativeToCamera
* - Cleaning and sorting using statements
*
* 1.0.1.2 - 4/1/2012
* - Making AxiosTimer inheirt from AxiosGameObject for it to be casted properly
*
* 1.0.1.3 - 4/7/2012
* - Adding a check in the AxiosTimer update to only tick if the game is active
*
* 1.0.1.4 - 4/27/2012
* - Merging the new GSM
*
* 1.0.1.5 - 5/5/2012
* - Adding SplitFlat extension for Texture2D
* - Removing uneeded Game Screen checking code
* - Adding SplitFlat extension with offsets for Texture2D
* - Adding support for Gleed2D
* - Splitting the code for Gleed2D into seperate files
* - Adding a cache for loading in textures for Gleed2D
* - Adding GetStream(FileMode) to get the stream of a file
* - Adding support to load a Gleed2D level from a stream
* - Adjusting units for Gleed2D position for Farseer bodies
* - Modfying draw method in AxiosGameScreen to draw Gleed2D textures
* - Fixing path placement in Farseer
* - Moving base.draw to last in AxiosGameScreen to make sure Farseer debug information is visible
* - Removing old debugging code
* - Adding an extension to determine what side the objects collided on
* - Correcting misspelling of Extensions in String and Texture2D
*
* 1.0.1.6 - 5/18/2012
* - Adding cut extension - [Author: BJD]
* - Adding support for custom handling of Gleed2D items
* - Changing location of GetTexture to extensions
* - Enabling commented log messages
* - Fixing bug where loadrecentangleitem wouldn't be called by Gleed2D library
* - Changing AxiosTitleFile.GetStream() to return Stream instead of FileStream
* - Changing IAxiosFile.GetStream() to return Stream instead of FileStream
* - Adding support for XNACC
* - Fixed a bug where cleanup actions were being performed in Deactivate instead of Unload in AxiosGameScreen
* - Adding IsNullOrWhiteSpace extension for support for Xbox 360
* - Upon some testing - developers will need to use #if WINDOWS/#endif tags to make sure they can't use XNACC in WP7/Xbox360
* - Adding axioslog command to output AxiosLog
* - Changing variables in CommandConsoleBase to be non-static
* - Adding rotation to DrawableAxiosGameObject
* - Adding InputState extensions to test for input agaisnt Player One
* - Adding the ability to disable commands in XNACC from AxiosCommandConsole
* - Adding a behavior in AxiosGameScreen where the camera will be controllable via
* arrow keys in DEBUG releases and disabled in RELEASE releases. This behavior can
* be overwritten in each screen
* - Adding output to tcc console command to signal if it was disabled/enabled
* - Adding DegreeToRadian/RadianToDegree double extensions
* - Fixing UI detect bug
* - Adding Width/Height/Position/RealPosition to DrawableAxiosGameObject
* - Starting work on AxiosCSV
* - Adding CustomProperties field to Glee2D Layer object (this is because Layers can have custom properties)
* - Passing Layer to Items in Glee2D library
* - Adding public virtual bool LoadTextureItem(TextureItem textureitem) to AxiosGameScreen
*
* 1.0.1.7 - 7/22/2012
* - Adding Factory for Texture2D to create from a list (ie lay a list of texture2D row by row)
* - Adding AddScreen method to ScreenManager to make the PlayerIndex optional (default of PlayerIndex.One)
* - Adding visible flag to DrawableAxiosGameObject and SimpleDrawableAxiosGameObject
* - Adding extension to mousestate (Position) to get a Vector2 object of the position
* - Added MouseAimVector to AGS - this allows you to get a vector to "shoot" with (realtive to the mouse and another object) a LinearVelocity in Farseer
*
* 1.0.1.8 - 1/12/2012
* - Adding UseSecondStep flag in PhysicsGameScreen (default false)
*
* 1.0.1.9 - 5/20/2013
* - Adding mono support
*
* 1.0.1.10 - 11/29/2014
* - Adding prompt factory class to generate a Final Fantasy type text prompt
* - Updating Gleed2D support to work with latest version of Gleed2D
*
* 1.0.1.11 -
* - Adding game services static class
* - Removing cache from Gleed2D as ContentManager automatically does this
* - Adding cache
* - Adding XOR Shift random class
* - Adding extension for rectangleitem to get position in Farseer units ( getSimPosition )
* - Adding extension for vector2 to convert back and forth between sim and display units
* - Fixing axios log flag detection
* - Adding dispose methods to AxiosFile objects
* - Adding extended log to AxiosLog
* - Fixing issue in CommandConsole where the first line would not be displayed
*
*/
#endregion
using System.Reflection;
using Axios.Engine.Log;
using Microsoft.Xna.Framework;
namespace Axios
{
public enum ResolutionSetting
{
Windows,
Xbox360,
WP7_Portrait,
WP7_Landscape
}
public static class Settings
{
public static LoggingFlag Loglevel = LoggingFlag.ALL;
#if WINDOWS
public static string Version = "Axios Engine " + Assembly.GetExecutingAssembly().GetName().Version.ToString();
#elif XBOX360 || WINDOWS_PHONE
private static AssemblyName assemblyref = new AssemblyName(Assembly.GetExecutingAssembly().FullName);
public static string Version = "Axios Engine " + Settings.assemblyref.Version;
#endif
public static bool ScreenSaver = false;
private static ResolutionSetting _ressetting;
/// <summary>
/// We should have two seperate resolutions for seperate devices.
/// This way you can have one source to preform calculations on world size depending on the device.
/// </summary>
public static void SetResolution(GraphicsDeviceManager graphics, ResolutionSetting setting)
{
//height is first
graphics.PreferredBackBufferHeight = GetResolution(setting)[0];
graphics.PreferredBackBufferWidth = GetResolution(setting)[1];
_ressetting = setting;
}
private static int[] GetResolution(ResolutionSetting setting)
{
int[] screendim = new int[2];
screendim[0] = 0;
screendim[1] = 0;
if (setting == ResolutionSetting.Windows || setting == ResolutionSetting.Xbox360)
{
screendim[0] = 720;
screendim[1] = 1280;
}
if (setting == ResolutionSetting.WP7_Landscape)
{
screendim[0] = 480;
screendim[1] = 800;
} else if (setting == ResolutionSetting.WP7_Portrait)
{
screendim[0] = 800;
screendim[1] = 480;
}
return screendim;
}
public static float GetHeightScale()
{
if (_ressetting == ResolutionSetting.WP7_Landscape || _ressetting == ResolutionSetting.WP7_Portrait)
{
return (float)GetResolution(_ressetting)[0] / (float)GetResolution(ResolutionSetting.Windows)[0];
}
else
{
return 1f;
}
}
public static float GetWidthScale()
{
if (_ressetting == ResolutionSetting.WP7_Landscape || _ressetting == ResolutionSetting.WP7_Portrait)
{
return (float)GetResolution(_ressetting)[1] / (float)GetResolution(ResolutionSetting.Windows)[1];
}
else
{
return 1f;
}
}
public static float GetScale()
{
return GetHeightScale() / GetWidthScale();
}
public static float DisplayUnitToSimUnitRatio = 24f;
}
}