720 lines
26 KiB
C#
720 lines
26 KiB
C#
using Barotrauma.Networking;
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using Barotrauma.Particles;
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using Barotrauma.Steam;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Reflection;
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using GameAnalyticsSDK.Net;
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using System.IO;
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using System.Threading;
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using Barotrauma.Tutorials;
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using Barotrauma.Media;
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namespace Barotrauma
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{
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class GameMain : Game
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{
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public static bool ShowFPS = false;
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public static bool ShowPerf = false;
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public static bool DebugDraw;
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public static bool IsMultiplayer => NetworkMember != null;
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public static PerformanceCounter PerformanceCounter;
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public static readonly Version Version = Assembly.GetEntryAssembly().GetName().Version;
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public static GameScreen GameScreen;
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public static MainMenuScreen MainMenuScreen;
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public static LobbyScreen LobbyScreen;
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public static NetLobbyScreen NetLobbyScreen;
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public static ServerListScreen ServerListScreen;
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public static SteamWorkshopScreen SteamWorkshopScreen;
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public static SubEditorScreen SubEditorScreen;
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public static ParticleEditorScreen ParticleEditorScreen;
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public static LevelEditorScreen LevelEditorScreen;
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public static SpriteEditorScreen SpriteEditorScreen;
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public static CharacterEditorScreen CharacterEditorScreen;
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public static Lights.LightManager LightManager;
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public static Sounds.SoundManager SoundManager;
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public static HashSet<ContentPackage> SelectedPackages
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{
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get { return Config?.SelectedContentPackages; }
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}
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private static ContentPackage vanillaContent;
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public static ContentPackage VanillaContent
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{
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get
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{
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if (vanillaContent == null)
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{
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// TODO: Dynamic method for defining and finding the vanilla content package.
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vanillaContent = SelectedPackages.SingleOrDefault(cp => Path.GetFileName(cp.Path).ToLowerInvariant() == "vanilla 0.9.xml");
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}
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return vanillaContent;
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}
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}
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private static GameSession gameSession;
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public static GameSession GameSession
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{
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get { return gameSession; }
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set
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{
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if (gameSession == value) { return; }
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if (gameSession?.GameMode != null && gameSession.GameMode != value?.GameMode)
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{
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gameSession.GameMode.Remove();
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}
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gameSession = value;
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}
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}
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public static ParticleManager ParticleManager;
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public static DecalManager DecalManager;
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public static World World;
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public static LoadingScreen TitleScreen;
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private bool loadingScreenOpen;
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public static GameSettings Config;
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private CoroutineHandle loadingCoroutine;
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private bool hasLoaded;
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private GameTime fixedTime;
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private static SpriteBatch spriteBatch;
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private Viewport defaultViewport;
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public event Action OnResolutionChanged;
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public static GameMain Instance
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{
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get;
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private set;
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}
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public static GraphicsDeviceManager GraphicsDeviceManager
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{
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get;
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private set;
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}
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public static WindowMode WindowMode
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{
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get;
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private set;
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}
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public static int GraphicsWidth
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{
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get;
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private set;
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}
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public static int GraphicsHeight
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{
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get;
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private set;
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}
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public static bool WindowActive
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{
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get { return Instance == null || Instance.IsActive; }
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}
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public static GameClient Client;
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public static NetworkMember NetworkMember
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{
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get { return Client; }
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}
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public static Process ServerChildProcess;
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public static RasterizerState ScissorTestEnable
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{
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get;
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private set;
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}
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public bool LoadingScreenOpen
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{
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get { return loadingScreenOpen; }
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}
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public GameMain()
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{
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GraphicsDeviceManager = new GraphicsDeviceManager(this);
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Window.Title = "Barotrauma";
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Instance = this;
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Config = new GameSettings();
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GUI.KeyboardDispatcher = new EventInput.KeyboardDispatcher(Window);
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Content.RootDirectory = "Content";
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PerformanceCounter = new PerformanceCounter();
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IsFixedTimeStep = false;
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GameMain.ResetFrameTime();
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fixedTime = new GameTime();
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World = new World(new Vector2(0, -9.82f));
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FarseerPhysics.Settings.AllowSleep = true;
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FarseerPhysics.Settings.ContinuousPhysics = false;
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FarseerPhysics.Settings.VelocityIterations = 1;
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FarseerPhysics.Settings.PositionIterations = 1;
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}
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public void ApplyGraphicsSettings()
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{
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GraphicsWidth = Config.GraphicsWidth;
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GraphicsHeight = Config.GraphicsHeight;
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if (Config.WindowMode == WindowMode.BorderlessWindowed)
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{
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GraphicsWidth = GraphicsDevice.DisplayMode.Width;
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GraphicsHeight = GraphicsDevice.DisplayMode.Height;
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}
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GraphicsDeviceManager.GraphicsProfile = GraphicsProfile.Reach;
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GraphicsDeviceManager.PreferredBackBufferFormat = SurfaceFormat.Color;
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GraphicsDeviceManager.PreferMultiSampling = false;
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GraphicsDeviceManager.SynchronizeWithVerticalRetrace = Config.VSyncEnabled;
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GraphicsDeviceManager.PreferredBackBufferWidth = GraphicsWidth;
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GraphicsDeviceManager.PreferredBackBufferHeight = GraphicsHeight;
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SetWindowMode(Config.WindowMode);
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defaultViewport = GraphicsDevice.Viewport;
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OnResolutionChanged?.Invoke();
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}
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public void SetWindowMode(WindowMode windowMode)
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{
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WindowMode = windowMode;
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#if !(OSX)
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GraphicsDeviceManager.HardwareModeSwitch = Config.WindowMode != WindowMode.BorderlessWindowed;
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#else
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// Force borderless on macOS.
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GraphicsDeviceManager.HardwareModeSwitch = Config.WindowMode != WindowMode.BorderlessWindowed && Config.WindowMode != WindowMode.Fullscreen;
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#endif
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GraphicsDeviceManager.IsFullScreen = Config.WindowMode == WindowMode.Fullscreen || Config.WindowMode == WindowMode.BorderlessWindowed;
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Window.IsBorderless = !GraphicsDeviceManager.HardwareModeSwitch;
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GraphicsDeviceManager.PreferredBackBufferWidth = GraphicsWidth;
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GraphicsDeviceManager.PreferredBackBufferHeight = GraphicsHeight;
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GraphicsDeviceManager.ApplyChanges();
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}
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public void ResetViewPort()
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{
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GraphicsDevice.Viewport = defaultViewport;
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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base.Initialize();
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ApplyGraphicsSettings();
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ScissorTestEnable = new RasterizerState() { ScissorTestEnable = true };
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Character));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Item));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Items.Components.ItemComponent));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Hull));
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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GraphicsWidth = GraphicsDevice.Viewport.Width;
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GraphicsHeight = GraphicsDevice.Viewport.Height;
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ConvertUnits.SetDisplayUnitToSimUnitRatio(Physics.DisplayToSimRation);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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TextureLoader.Init(GraphicsDevice);
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loadingScreenOpen = true;
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TitleScreen = new LoadingScreen(GraphicsDevice);
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bool canLoadInSeparateThread = false;
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#if WINDOWS
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canLoadInSeparateThread = true;
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#endif
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loadingCoroutine = CoroutineManager.StartCoroutine(Load(), "", canLoadInSeparateThread);
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}
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private void InitUserStats()
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{
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if (GameSettings.ShowUserStatisticsPrompt)
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{
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var userStatsPrompt = new GUIMessageBox(
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"Do you want to help us make Barotrauma better?",
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"Do you allow Barotrauma to send usage statistics and error reports to the developers? The data is anonymous, " +
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"does not contain any personal information and is only used to help us diagnose issues and improve Barotrauma.",
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new string[] { "Yes", "No" });
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userStatsPrompt.Buttons[0].OnClicked += (btn, userdata) =>
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{
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GameSettings.ShowUserStatisticsPrompt = false;
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GameSettings.SendUserStatistics = true;
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GameAnalyticsManager.Init();
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Config.SaveNewPlayerConfig();
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return true;
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};
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userStatsPrompt.Buttons[0].OnClicked += userStatsPrompt.Close;
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userStatsPrompt.Buttons[1].OnClicked += (btn, userdata) =>
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{
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GameSettings.ShowUserStatisticsPrompt = false;
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GameSettings.SendUserStatistics = false;
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Config.SaveNewPlayerConfig();
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return true;
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};
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userStatsPrompt.Buttons[1].OnClicked += userStatsPrompt.Close;
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}
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else if (GameSettings.SendUserStatistics)
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{
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GameAnalyticsManager.Init();
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}
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}
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private IEnumerable<object> Load()
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{
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("LOADING COROUTINE", Color.Lime);
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}
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SoundManager = new Sounds.SoundManager();
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SoundManager.SetCategoryGainMultiplier("default", Config.SoundVolume);
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SoundManager.SetCategoryGainMultiplier("ui", Config.SoundVolume);
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SoundManager.SetCategoryGainMultiplier("waterambience", Config.SoundVolume);
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SoundManager.SetCategoryGainMultiplier("music", Config.MusicVolume);
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if (Config.EnableSplashScreen)
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{
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(TitleScreen as LoadingScreen).SplashScreen = new Video(base.GraphicsDevice, SoundManager, "Content/splashscreen.mp4", 1280, 720);
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}
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GUI.Init(Window, Config.SelectedContentPackages, GraphicsDevice);
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DebugConsole.Init();
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SteamManager.Initialize();
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if (Config.AutoUpdateWorkshopItems)
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{
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if (SteamManager.AutoUpdateWorkshopItems())
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{
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ContentPackage.LoadAll(ContentPackage.Folder);
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Config.ReloadContentPackages();
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}
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}
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if (SelectedPackages.Count == 0)
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{
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DebugConsole.Log("No content packages selected");
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}
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else
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{
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DebugConsole.Log("Selected content packages: " + string.Join(", ", SelectedPackages.Select(cp => cp.Name)));
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}
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#if DEBUG
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GameSettings.ShowUserStatisticsPrompt = false;
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GameSettings.SendUserStatistics = false;
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#endif
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InitUserStats();
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yield return CoroutineStatus.Running;
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LightManager = new Lights.LightManager(base.GraphicsDevice, Content);
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WaterRenderer.Instance = new WaterRenderer(base.GraphicsDevice, Content);
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TitleScreen.LoadState = 1.0f;
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yield return CoroutineStatus.Running;
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GUI.LoadContent();
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TitleScreen.LoadState = 2.0f;
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yield return CoroutineStatus.Running;
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MissionPrefab.Init();
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MapEntityPrefab.Init();
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Tutorials.Tutorial.Init();
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MapGenerationParams.Init();
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LevelGenerationParams.LoadPresets();
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ScriptedEventSet.LoadPrefabs();
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AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
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TitleScreen.LoadState = 10.0f;
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yield return CoroutineStatus.Running;
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StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
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TitleScreen.LoadState = 15.0f;
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yield return CoroutineStatus.Running;
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ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
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TitleScreen.LoadState = 25.0f;
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yield return CoroutineStatus.Running;
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JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
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// Add any missing jobs from the prefab into Config.JobNamePreferences.
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foreach (JobPrefab job in JobPrefab.List)
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{
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if (!Config.JobPreferences.Contains(job.Identifier)) { Config.JobPreferences.Add(job.Identifier); }
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}
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NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
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ItemAssemblyPrefab.LoadAll();
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TitleScreen.LoadState = 30.0f;
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yield return CoroutineStatus.Running;
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Debug.WriteLine("sounds");
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int i = 0;
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foreach (object crObj in SoundPlayer.Init())
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{
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CoroutineStatus status = (CoroutineStatus)crObj;
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if (status == CoroutineStatus.Success) break;
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i++;
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TitleScreen.LoadState = SoundPlayer.SoundCount == 0 ?
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30.0f :
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Math.Min(30.0f + 40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 70.0f);
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yield return CoroutineStatus.Running;
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}
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TitleScreen.LoadState = 70.0f;
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yield return CoroutineStatus.Running;
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GameModePreset.Init();
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Submarine.RefreshSavedSubs();
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TitleScreen.LoadState = 80.0f;
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yield return CoroutineStatus.Running;
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GameScreen = new GameScreen(GraphicsDeviceManager.GraphicsDevice, Content);
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TitleScreen.LoadState = 90.0f;
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yield return CoroutineStatus.Running;
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MainMenuScreen = new MainMenuScreen(this);
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LobbyScreen = new LobbyScreen();
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ServerListScreen = new ServerListScreen();
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if (SteamManager.USE_STEAM)
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{
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SteamWorkshopScreen = new SteamWorkshopScreen();
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}
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SubEditorScreen = new SubEditorScreen();
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ParticleEditorScreen = new ParticleEditorScreen();
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LevelEditorScreen = new LevelEditorScreen();
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SpriteEditorScreen = new SpriteEditorScreen();
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CharacterEditorScreen = new CharacterEditorScreen();
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yield return CoroutineStatus.Running;
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TitleScreen.LoadState = 95.0f;
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ParticleManager = new ParticleManager(GameScreen.Cam);
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ParticleManager.LoadPrefabs();
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TitleScreen.LoadState = 97.0f;
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LevelObjectPrefab.LoadAll();
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DecalManager = new DecalManager();
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TitleScreen.LoadState = 99.0f;
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yield return CoroutineStatus.Running;
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LocationType.Init();
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MainMenuScreen.Select();
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CheckContentPackage();
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TitleScreen.LoadState = 100.0f;
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hasLoaded = true;
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("LOADING COROUTINE FINISHED", Color.Lime);
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}
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yield return CoroutineStatus.Success;
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}
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private void CheckContentPackage()
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{
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foreach (ContentPackage contentPackage in Config.SelectedContentPackages)
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{
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var exePaths = contentPackage.GetFilesOfType(ContentType.Executable);
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if (exePaths.Any() && AppDomain.CurrentDomain.FriendlyName != exePaths.First())
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{
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var msgBox = new GUIMessageBox(TextManager.Get("Error"),
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TextManager.Get("IncorrectExe")
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.Replace("[selectedpackage]", contentPackage.Name)
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.Replace("[exename]", exePaths.First()),
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new string[] { TextManager.Get("Yes"), TextManager.Get("No") });
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msgBox.Buttons[0].OnClicked += (_, userdata) =>
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{
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string fullPath = Path.GetFullPath(exePaths.First());
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Process.Start(fullPath);
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Exit();
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return true;
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};
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msgBox.Buttons[1].OnClicked = msgBox.Close;
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break;
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}
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}
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// all content.
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/// </summary>
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protected override void UnloadContent()
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{
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Video.Close();
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SoundManager.Dispose();
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}
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/// <summary>
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/// Returns the file paths of all files of the given type in the currently selected content packages.
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/// </summary>
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public IEnumerable<string> GetFilesOfType(ContentType type)
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{
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return ContentPackage.GetFilesOfType(SelectedPackages, type);
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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Timing.TotalTime = gameTime.TotalGameTime.TotalSeconds;
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Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
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int updateIterations = (int)Math.Floor(Timing.Accumulator / Timing.Step);
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if (Timing.Accumulator > Timing.Step * 6.0)
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{
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//if the game's running too slowly then we have no choice
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//but to skip a bunch of steps
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//otherwise it snowballs and becomes unplayable
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Timing.Accumulator = Timing.Step;
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}
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PlayerInput.UpdateVariable();
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bool paused = true;
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if (SoundManager != null)
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{
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if (WindowActive || !Config.MuteOnFocusLost)
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{
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SoundManager.ListenerGain = 1.0f;
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}
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else
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{
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SoundManager.ListenerGain = 0.0f;
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}
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}
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while (Timing.Accumulator >= Timing.Step)
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
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TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
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fixedTime.ElapsedGameTime = addTime;
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fixedTime.TotalGameTime.Add(addTime);
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base.Update(fixedTime);
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PlayerInput.Update(Timing.Step);
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if (loadingScreenOpen)
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{
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//reset accumulator if loading
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// -> less choppy loading screens because the screen is rendered after each update
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// -> no pause caused by leftover time in the accumulator when starting a new shift
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GameMain.ResetFrameTime();
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if (TitleScreen.LoadState >= 100.0f &&
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(!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
|
|
{
|
|
loadingScreenOpen = false;
|
|
}
|
|
|
|
if (!hasLoaded && !CoroutineManager.IsCoroutineRunning(loadingCoroutine))
|
|
{
|
|
string errMsg = "Loading was interrupted due to an error";
|
|
if (loadingCoroutine.Exception != null)
|
|
{
|
|
errMsg += ": " + loadingCoroutine.Exception.Message + "\n" + loadingCoroutine.Exception.StackTrace;
|
|
}
|
|
throw new Exception(errMsg);
|
|
}
|
|
}
|
|
else if (hasLoaded)
|
|
{
|
|
SoundPlayer.Update((float)Timing.Step);
|
|
|
|
if (PlayerInput.KeyHit(Keys.Escape))
|
|
{
|
|
// Check if a text input is selected.
|
|
if (GUI.KeyboardDispatcher.Subscriber != null)
|
|
{
|
|
if (GUI.KeyboardDispatcher.Subscriber is GUITextBox textBox)
|
|
{
|
|
textBox.Deselect();
|
|
}
|
|
GUI.KeyboardDispatcher.Subscriber = null;
|
|
}
|
|
//if a verification prompt (are you sure you want to x) is open, close it
|
|
else if (GUIMessageBox.VisibleBox as GUIMessageBox != null &&
|
|
GUIMessageBox.VisibleBox.UserData as string == "verificationprompt")
|
|
{
|
|
((GUIMessageBox)GUIMessageBox.VisibleBox).Close();
|
|
}
|
|
else // Otherwise toggle pausing.
|
|
{
|
|
GUI.TogglePauseMenu();
|
|
}
|
|
}
|
|
|
|
GUI.ClearUpdateList();
|
|
paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen || ContextualTutorial.ContentRunning) &&
|
|
(NetworkMember == null || !NetworkMember.GameStarted);
|
|
|
|
Screen.Selected.AddToGUIUpdateList();
|
|
|
|
if (Client != null)
|
|
{
|
|
Client.AddToGUIUpdateList();
|
|
}
|
|
|
|
DebugConsole.AddToGUIUpdateList();
|
|
|
|
DebugConsole.Update(this, (float)Timing.Step);
|
|
paused = paused || (DebugConsole.IsOpen && (NetworkMember == null || !NetworkMember.GameStarted));
|
|
|
|
if (!paused)
|
|
{
|
|
Screen.Selected.Update(Timing.Step);
|
|
}
|
|
else if (ContextualTutorial.Initialized && ContextualTutorial.ContentRunning && GameSession.GameMode is SinglePlayerCampaign)
|
|
{
|
|
(GameSession.GameMode as SinglePlayerCampaign).ContextualTutorial.Update((float)Timing.Step);
|
|
}
|
|
|
|
if (NetworkMember != null)
|
|
{
|
|
NetworkMember.Update((float)Timing.Step);
|
|
}
|
|
|
|
GUI.Update((float)Timing.Step);
|
|
}
|
|
|
|
CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);
|
|
|
|
SteamManager.Update((float)Timing.Step);
|
|
|
|
Timing.Accumulator -= Timing.Step;
|
|
|
|
sw.Stop();
|
|
PerformanceCounter.AddElapsedTicks("Update total", sw.ElapsedTicks);
|
|
PerformanceCounter.UpdateTimeGraph.Update(sw.ElapsedTicks / (float)TimeSpan.TicksPerMillisecond);
|
|
PerformanceCounter.UpdateIterationsGraph.Update(updateIterations);
|
|
}
|
|
|
|
if (!paused) Timing.Alpha = Timing.Accumulator / Timing.Step;
|
|
}
|
|
|
|
public static void ResetFrameTime()
|
|
{
|
|
Timing.Accumulator = 0.0f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the game should draw itself.
|
|
/// </summary>
|
|
protected override void Draw(GameTime gameTime)
|
|
{
|
|
Stopwatch sw = new Stopwatch();
|
|
sw.Start();
|
|
|
|
double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
|
|
|
|
PerformanceCounter.Update(deltaTime);
|
|
|
|
if (loadingScreenOpen)
|
|
{
|
|
TitleScreen.Draw(spriteBatch, base.GraphicsDevice, (float)deltaTime);
|
|
}
|
|
else if (hasLoaded)
|
|
{
|
|
Screen.Selected.Draw(deltaTime, base.GraphicsDevice, spriteBatch);
|
|
}
|
|
|
|
if (DebugDraw && GUI.MouseOn != null)
|
|
{
|
|
spriteBatch.Begin();
|
|
GUI.DrawRectangle(spriteBatch, GUI.MouseOn.MouseRect, Color.Lime);
|
|
spriteBatch.End();
|
|
}
|
|
|
|
|
|
sw.Stop();
|
|
PerformanceCounter.AddElapsedTicks("Draw total", sw.ElapsedTicks);
|
|
PerformanceCounter.DrawTimeGraph.Update(sw.ElapsedTicks / (float)TimeSpan.TicksPerMillisecond);
|
|
}
|
|
|
|
static bool waitForKeyHit = true;
|
|
public CoroutineHandle ShowLoading(IEnumerable<object> loader, bool waitKeyHit = true)
|
|
{
|
|
waitForKeyHit = waitKeyHit;
|
|
loadingScreenOpen = true;
|
|
TitleScreen.LoadState = null;
|
|
return CoroutineManager.StartCoroutine(TitleScreen.DoLoading(loader));
|
|
}
|
|
|
|
protected override void OnExiting(object sender, EventArgs args)
|
|
{
|
|
if (NetworkMember != null) NetworkMember.Disconnect();
|
|
SteamManager.ShutDown();
|
|
if (GameSettings.SendUserStatistics) GameAnalytics.OnStop();
|
|
base.OnExiting(sender, args);
|
|
}
|
|
}
|
|
}
|