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| 1 | +using Microsoft.Xna.Framework; |
| 2 | +using Microsoft.Xna.Framework.Graphics; |
| 3 | +using MonoGame.Extended.Screens; |
| 4 | +using System; |
| 5 | +using System.Collections.Generic; |
| 6 | +using System.Linq; |
| 7 | +using System.Text; |
| 8 | +using System.Threading.Tasks; |
| 9 | + |
| 10 | +namespace ConsoleApp8 |
| 11 | +{ |
| 12 | + public class SadConsoleScreen : GameScreen |
| 13 | + { |
| 14 | + // How many columns/rows the screen for sadcosnole will display at normal font size |
| 15 | + public const int WidthCellCount = 80; |
| 16 | + public const int HeightCellCount = 25; |
| 17 | + |
| 18 | + SpriteBatch spriteBatch; |
| 19 | + |
| 20 | + public SadConsoleScreen(Game game) |
| 21 | + : base(game) |
| 22 | + { |
| 23 | + // Basics used for rendering |
| 24 | + SadConsole.Global.GraphicsDevice = GraphicsDevice; |
| 25 | + SadConsole.Global.SpriteBatch = new Microsoft.Xna.Framework.Graphics.SpriteBatch(GraphicsDevice); |
| 26 | + |
| 27 | + // Load the default font. This is an internal method so use reflection |
| 28 | + // SadConsole.Global.LoadEmbeddedFont(); |
| 29 | + if (SadConsole.Global.Fonts.Count == 0) |
| 30 | + typeof(SadConsole.Global).InvokeMember("LoadEmbeddedFont", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.InvokeMethod | System.Reflection.BindingFlags.NonPublic, null, null, null); |
| 31 | + |
| 32 | + SadConsole.Global.RenderWidth = WidthCellCount * SadConsole.Global.FontDefault.Size.X; |
| 33 | + SadConsole.Global.RenderHeight = HeightCellCount * SadConsole.Global.FontDefault.Size.Y; |
| 34 | + SadConsole.Global.RenderOutput = new RenderTarget2D(GraphicsDevice, SadConsole.Global.RenderWidth, SadConsole.Global.RenderHeight); |
| 35 | + SadConsole.Global.RenderRect = new Rectangle(0, 0, SadConsole.Global.RenderWidth, SadConsole.Global.RenderHeight); |
| 36 | + SadConsole.Global.RenderScale = new Vector2(1); |
| 37 | + |
| 38 | + spriteBatch = new SpriteBatch(GraphicsDevice); |
| 39 | + } |
| 40 | + |
| 41 | + public override void Initialize() |
| 42 | + { |
| 43 | + //var startingConsole = new TestConsole(); |
| 44 | + var startingConsole = new SadConsole.Console(10, 10); |
| 45 | + startingConsole.FillWithRandomGarbage(); |
| 46 | + SadConsole.Global.CurrentScreen = startingConsole; |
| 47 | + |
| 48 | + base.Initialize(); |
| 49 | + } |
| 50 | + |
| 51 | + public override void LoadContent() |
| 52 | + { |
| 53 | + base.LoadContent(); |
| 54 | + } |
| 55 | + |
| 56 | + public override void Draw(GameTime gameTime) |
| 57 | + { |
| 58 | + if (SadConsole.Settings.DoDraw) |
| 59 | + { |
| 60 | + SadConsole.Global.GameTimeRender = gameTime; |
| 61 | + SadConsole.Global.GameTimeElapsedRender = gameTime.ElapsedGameTime.TotalSeconds; |
| 62 | + |
| 63 | + // Clear draw calls for next run |
| 64 | + SadConsole.Global.DrawCalls.Clear(); |
| 65 | + |
| 66 | + // Make sure all items in the screen are drawn. (Build a list of draw calls) |
| 67 | + SadConsole.Global.CurrentScreen?.Draw(gameTime.ElapsedGameTime); |
| 68 | + |
| 69 | + // Comment this out as it's global logic used by a standalone sadconsole game. You really can just add your own logic here. Or uncomment it and use it. |
| 70 | + //SadConsole.Game.OnDraw?.Invoke(gameTime); |
| 71 | + |
| 72 | + // Render to the global output texture |
| 73 | + GraphicsDevice.SetRenderTarget(SadConsole.Global.RenderOutput); |
| 74 | + GraphicsDevice.Clear(SadConsole.Settings.ClearColor); |
| 75 | + |
| 76 | + // Render each draw call |
| 77 | + SadConsole.Global.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.DepthRead, RasterizerState.CullNone); |
| 78 | + foreach (SadConsole.DrawCalls.IDrawCall call in SadConsole.Global.DrawCalls) |
| 79 | + { |
| 80 | + call.Draw(); |
| 81 | + } |
| 82 | + |
| 83 | + SadConsole.Global.SpriteBatch.End(); |
| 84 | + GraphicsDevice.SetRenderTarget(null); |
| 85 | + |
| 86 | + // If we're going to draw to the screen, do it. |
| 87 | + if (SadConsole.Settings.DoFinalDraw) |
| 88 | + { |
| 89 | + // This is the original draw to screen code from SadConsole |
| 90 | + //Global.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.DepthRead, RasterizerState.CullNone); |
| 91 | + //Global.SpriteBatch.Draw(Global.RenderOutput, Global.RenderRect, Color.White); |
| 92 | + //Global.SpriteBatch.End(); |
| 93 | + |
| 94 | + // This is the code you wrote but modified to draw the output texture from SadConsole. |
| 95 | + GraphicsDevice.Clear(Color.Black); |
| 96 | + |
| 97 | + spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, |
| 98 | + SamplerState.LinearClamp, DepthStencilState.Default, |
| 99 | + RasterizerState.CullNone); |
| 100 | + |
| 101 | + spriteBatch.Draw(SadConsole.Global.RenderOutput, new Rectangle(0, 0, 300, 100), Color.Red); |
| 102 | + |
| 103 | + spriteBatch.End(); |
| 104 | + } |
| 105 | + } |
| 106 | + |
| 107 | + |
| 108 | + |
| 109 | + } |
| 110 | + |
| 111 | + public override void Update(GameTime gameTime) |
| 112 | + { |
| 113 | + if (SadConsole.Settings.DoUpdate) |
| 114 | + { |
| 115 | + SadConsole.Global.GameTimeUpdate = gameTime; |
| 116 | + SadConsole.Global.GameTimeElapsedUpdate = gameTime.ElapsedGameTime.TotalSeconds; |
| 117 | + |
| 118 | + if (Game.IsActive) |
| 119 | + { |
| 120 | + if (SadConsole.Settings.Input.DoKeyboard) |
| 121 | + { |
| 122 | + SadConsole.Global.KeyboardState.Update(gameTime); |
| 123 | + SadConsole.Global.KeyboardState.Process(); |
| 124 | + } |
| 125 | + |
| 126 | + if (SadConsole.Settings.Input.DoMouse) |
| 127 | + { |
| 128 | + SadConsole.Global.MouseState.Update(gameTime); |
| 129 | + SadConsole.Global.MouseState.Process(); |
| 130 | + } |
| 131 | + } |
| 132 | + |
| 133 | + SadConsole.Global.CurrentScreen?.Update(gameTime.ElapsedGameTime); |
| 134 | + |
| 135 | + // Comment this out as it's global logic used by a standalone sadconsole game. You really can just add your own logic here. Or uncomment it and use it. |
| 136 | + //SadConsole.Game.OnUpdate?.Invoke(gameTime); |
| 137 | + } |
| 138 | + } |
| 139 | + |
| 140 | + class Program |
| 141 | + { |
| 142 | + static void Main(string[] args) |
| 143 | + { |
| 144 | + new MonoGameGame().Run(); |
| 145 | + } |
| 146 | + } |
| 147 | + |
| 148 | + // My test game to make this code work. you didn't provide this so I came up with this :) |
| 149 | + class MonoGameGame : Microsoft.Xna.Framework.Game |
| 150 | + { |
| 151 | + public GraphicsDeviceManager GraphicsDeviceManager; |
| 152 | + |
| 153 | + public MonoGameGame() |
| 154 | + { |
| 155 | + GraphicsDeviceManager = new GraphicsDeviceManager(this); |
| 156 | + } |
| 157 | + |
| 158 | + protected override void Initialize() |
| 159 | + { |
| 160 | + base.Initialize(); |
| 161 | + |
| 162 | + ScreenManager manager = new ScreenManager(); |
| 163 | + manager.LoadScreen(new SadConsoleScreen(this)); |
| 164 | + Components.Add(manager); |
| 165 | + |
| 166 | + } |
| 167 | + } |
| 168 | + } |
| 169 | +} |
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