Updated to MonoGame 3.6 + Directory refactor

- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
This commit is contained in:
juanjp600
2017-06-27 09:52:57 -03:00
parent 330b24bcf6
commit 4d225c65f2
1301 changed files with 169 additions and 77952 deletions
@@ -0,0 +1,22 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class CompareSegmentPointCW : IComparer<Lights.SegmentPoint>
{
private Vector2 center;
public CompareSegmentPointCW(Vector2 center)
{
this.center = center;
}
public int Compare(Lights.SegmentPoint a, Lights.SegmentPoint b)
{
return -CompareCCW.Compare(a.WorldPos, b.WorldPos, center);
}
}
}
@@ -0,0 +1,239 @@
using System;
using System.IO;
using System.IO.Compression;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma
{
public partial class SaveUtil
{
public static void SaveGame(string fileName)
{
fileName = Path.Combine(SaveFolder, fileName);
string tempPath = Path.Combine(SaveFolder, "temp");
Directory.CreateDirectory(tempPath);
try
{
ClearFolder(tempPath, new string[] { GameMain.GameSession.Submarine.FilePath });
}
catch
{
}
try
{
if (Submarine.MainSub != null && Submarine.Loaded.Contains(Submarine.MainSub))
{
Submarine.MainSub.FilePath = Path.Combine(tempPath, Submarine.MainSub.Name + ".sub");
Submarine.MainSub.SaveAs(Submarine.MainSub.FilePath);
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Error saving submarine", e);
}
try
{
GameMain.GameSession.Save(Path.Combine(tempPath, "gamesession.xml"));
}
catch (Exception e)
{
DebugConsole.ThrowError("Error saving gamesession", e);
}
try
{
CompressDirectory(tempPath, fileName+".save", null);
}
catch (Exception e)
{
DebugConsole.ThrowError("Error compressing save file", e);
}
}
public static void LoadGame(string fileName)
{
string filePath = Path.Combine(SaveFolder, fileName+".save");
DecompressToDirectory(filePath, TempPath, null);
XDocument doc = ToolBox.TryLoadXml(Path.Combine(TempPath, "gamesession.xml"));
string subPath = Path.Combine(TempPath, ToolBox.GetAttributeString(doc.Root, "submarine", ""))+".sub";
Submarine selectedMap = new Submarine(subPath, "");// Submarine.Load();
GameMain.GameSession = new GameSession(selectedMap, fileName, doc);
//Directory.Delete(tempPath, true);
}
public static XDocument LoadGameSessionDoc(string fileName)
{
string filePath = Path.Combine(SaveFolder, fileName + ".save");
string tempPath = Path.Combine(SaveFolder, "temp");
try
{
DecompressToDirectory(filePath, tempPath, null);
}
catch
{
return null;
}
return ToolBox.TryLoadXml(Path.Combine(tempPath, "gamesession.xml"));
}
public static void DeleteSave(string fileName)
{
fileName = Path.Combine(SaveFolder, fileName + ".save");
try
{
File.Delete(fileName);
}
catch (Exception e)
{
DebugConsole.ThrowError("ERROR: deleting save file \""+fileName+" failed.", e);
}
}
public static string[] GetSaveFiles()
{
if (!Directory.Exists(SaveFolder))
{
DebugConsole.ThrowError("Save folder \"" + SaveFolder + " not found! Attempting to create a new folder");
try
{
Directory.CreateDirectory(SaveFolder);
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to create the folder \"" + SaveFolder + "\"!", e);
}
}
string[] files = Directory.GetFiles(SaveFolder, "*.save");
for (int i = 0; i < files.Length; i++)
{
files[i] = Path.GetFileNameWithoutExtension(files[i]);
}
return files;
}
public static string CreateSavePath(string fileName="Save")
{
if (!Directory.Exists(SaveFolder))
{
DebugConsole.ThrowError("Save folder \""+SaveFolder+"\" not found. Created new folder");
Directory.CreateDirectory(SaveFolder);
}
string extension = ".save";
string pathWithoutExtension = Path.Combine(SaveFolder, fileName);
int i = 0;
while (File.Exists(pathWithoutExtension + " " + i + extension))
{
i++;
}
return fileName + " " + i;
}
public static void CompressStringToFile(string fileName, string value)
{
// A.
// Write string to temporary file.
string temp = Path.GetTempFileName();
File.WriteAllText(temp, value);
// B.
// Read file into byte array buffer.
byte[] b;
using (FileStream f = new FileStream(temp, FileMode.Open))
{
b = new byte[f.Length];
f.Read(b, 0, (int)f.Length);
}
// C.
// Use GZipStream to write compressed bytes to target file.
using (FileStream f2 = new FileStream(fileName, FileMode.Create))
using (GZipStream gz = new GZipStream(f2, CompressionMode.Compress, false))
{
gz.Write(b, 0, b.Length);
}
}
public static void CompressFile(string sDir, string sRelativePath, GZipStream zipStream)
{
//Compress file name
char[] chars = sRelativePath.ToCharArray();
zipStream.Write(BitConverter.GetBytes(chars.Length), 0, sizeof(int));
foreach (char c in chars)
zipStream.Write(BitConverter.GetBytes(c), 0, sizeof(char));
//Compress file content
byte[] bytes = File.ReadAllBytes(Path.Combine(sDir, sRelativePath));
zipStream.Write(BitConverter.GetBytes(bytes.Length), 0, sizeof(int));
zipStream.Write(bytes, 0, bytes.Length);
}
public static void CompressDirectory(string sInDir, string sOutFile, ProgressDelegate progress)
{
string[] sFiles = Directory.GetFiles(sInDir, "*.*", SearchOption.AllDirectories);
int iDirLen = sInDir[sInDir.Length - 1] == Path.DirectorySeparatorChar ? sInDir.Length : sInDir.Length + 1;
using (FileStream outFile = new FileStream(sOutFile, FileMode.Create, FileAccess.Write, FileShare.None))
using (GZipStream str = new GZipStream(outFile, CompressionMode.Compress))
foreach (string sFilePath in sFiles)
{
string sRelativePath = sFilePath.Substring(iDirLen);
if (progress != null)
progress(sRelativePath);
CompressFile(sInDir, sRelativePath, str);
}
}
private static void ClearFolder(string FolderName, string[] ignoredFiles = null)
{
DirectoryInfo dir = new DirectoryInfo(FolderName);
foreach (FileInfo fi in dir.GetFiles())
{
bool ignore = false;
foreach (string ignoredFile in ignoredFiles)
{
if (Path.GetFullPath(fi.FullName).Equals(Path.GetFullPath(ignoredFile)))
{
ignore = true;
break;
}
}
if (ignore) continue;
fi.IsReadOnly = false;
fi.Delete();
}
foreach (DirectoryInfo di in dir.GetDirectories())
{
ClearFolder(di.FullName, ignoredFiles);
di.Delete();
}
}
}
}
@@ -0,0 +1,106 @@
using System.IO;
using Microsoft.Xna.Framework.Graphics;
using Color = Microsoft.Xna.Framework.Color;
using System;
namespace Barotrauma
{
/// <summary>
/// Based on http://jakepoz.com/jake_poznanski__background_load_xna.html
/// </summary>
public static class TextureLoader
{
static TextureLoader()
{
BlendColorBlendState = new BlendState
{
ColorDestinationBlend = Blend.Zero,
ColorWriteChannels = ColorWriteChannels.Red | ColorWriteChannels.Green | ColorWriteChannels.Blue,
AlphaDestinationBlend = Blend.Zero,
AlphaSourceBlend = Blend.SourceAlpha,
ColorSourceBlend = Blend.SourceAlpha
};
BlendAlphaBlendState = new BlendState
{
ColorWriteChannels = ColorWriteChannels.Alpha,
AlphaDestinationBlend = Blend.Zero,
ColorDestinationBlend = Blend.Zero,
AlphaSourceBlend = Blend.One,
ColorSourceBlend = Blend.One
};
}
public static void Init(GraphicsDevice graphicsDevice, bool needsBmp = false)
{
_graphicsDevice = graphicsDevice;
_needsBmp = needsBmp;
_spriteBatch = new SpriteBatch(_graphicsDevice);
}
public static Texture2D FromFile(string path, bool preMultiplyAlpha = true)
{
try
{
using (Stream fileStream = File.OpenRead(path))
{
var texture = Texture2D.FromStream(_graphicsDevice, fileStream);
texture = PreMultiplyAlpha(texture);
return texture;
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Loading texture \""+path+"\" failed!", e);
return null;
}
}
private static Texture2D PreMultiplyAlpha(Texture2D texture)
{
// Setup a render target to hold our final texture which will have premulitplied alpha values
using (RenderTarget2D renderTarget = new RenderTarget2D(_graphicsDevice, texture.Width, texture.Height))
{
Viewport viewportBackup = _graphicsDevice.Viewport;
_graphicsDevice.SetRenderTarget(renderTarget);
_graphicsDevice.Clear(Color.Black);
// Multiply each color by the source alpha, and write in just the color values into the final texture
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendColorBlendState);
_spriteBatch.Draw(texture, texture.Bounds, Color.White);
_spriteBatch.End();
// Now copy over the alpha values from the source texture to the final one, without multiplying them
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendAlphaBlendState);
_spriteBatch.Draw(texture, texture.Bounds, Color.White);
_spriteBatch.End();
// Release the GPU back to drawing to the screen
_graphicsDevice.SetRenderTarget(null);
_graphicsDevice.Viewport = viewportBackup;
// Store data from render target because the RenderTarget2D is volatile
Color[] data = new Color[texture.Width * texture.Height];
renderTarget.GetData(data);
// Unset texture from graphic device and set modified data back to it
_graphicsDevice.Textures[0] = null;
texture.SetData(data);
}
return texture;
}
private static readonly BlendState BlendColorBlendState;
private static readonly BlendState BlendAlphaBlendState;
private static GraphicsDevice _graphicsDevice;
private static SpriteBatch _spriteBatch;
private static bool _needsBmp;
}
}
@@ -0,0 +1,103 @@
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml;
using System.Xml.Linq;
namespace Barotrauma
{
public static partial class ToolBox
{
public static string LimitString(string str, ScalableFont font, int maxWidth)
{
if (maxWidth <= 0 || string.IsNullOrWhiteSpace(str)) return "";
float currWidth = font.MeasureString("...").X;
for (int i = 0; i < str.Length; i++)
{
currWidth += font.MeasureString(str[i].ToString()).X;
if (currWidth > maxWidth)
{
return str.Substring(0, Math.Max(i - 2, 1)) + "...";
}
}
return str;
}
public static string WrapText(string text, float lineLength, ScalableFont font, float textScale = 1.0f) //TODO: could integrate this into the ScalableFont class directly
{
if (font.MeasureString(text).X < lineLength) return text;
text = text.Replace("\n", " \n ");
string[] words = text.Split(' ');
StringBuilder wrappedText = new StringBuilder();
float linePos = 0f;
float spaceWidth = font.MeasureString(" ").X * textScale;
for (int i = 0; i < words.Length; ++i)
{
if (string.IsNullOrWhiteSpace(words[i]) && words[i] != "\n") continue;
Vector2 size = font.MeasureString(words[i]) * textScale;
if (size.X > lineLength)
{
if (linePos == 0.0f)
{
wrappedText.AppendLine(words[i]);
}
else
{
do
{
if (words[i].Length == 0) break;
wrappedText.Append(words[i][0]);
words[i] = words[i].Remove(0, 1);
linePos += size.X;
} while (words[i].Length > 0 && (size = font.MeasureString((words[i][0]).ToString()) * textScale).X + linePos < lineLength);
wrappedText.Append("\n");
linePos = 0.0f;
i--;
}
continue;
}
if (linePos + size.X < lineLength)
{
wrappedText.Append(words[i]);
if (words[i] == "\n")
{
linePos = 0.0f;
}
else
{
linePos += size.X + spaceWidth;
}
}
else
{
wrappedText.Append("\n");
wrappedText.Append(words[i]);
linePos = size.X + spaceWidth;
}
if (i < words.Length - 1) wrappedText.Append(" ");
}
return wrappedText.ToString();
}
}
}