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using System;
using System.Collections.Generic;
using Q1Emu.Chip;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Q1Emu;
public class DisplayEngine : Game
{
private readonly Action<Texture2D> _onScreenTextureLoaded;
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private Texture2D _texture;
public int Scaling { get; }
public int Width { get; }
public int Height { get; }
public DisplayEngine(int width, int height, int scaling, Action<Texture2D> onScreenTextureLoaded)
{
this.Width = width;
this.Height = height;
this.Scaling = scaling;
this._onScreenTextureLoaded = onScreenTextureLoaded;
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
this._texture = new Texture2D(GraphicsDevice, Width, Height);
this._onScreenTextureLoaded?.Invoke(this._texture);
// set window size
_graphics.PreferredBackBufferWidth = Width * Scaling;
_graphics.PreferredBackBufferHeight = Height * Scaling;
_graphics.ApplyChanges();
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void Update(GameTime gameTime)
{
var state = Keyboard.GetState();
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || state.IsKeyDown(Keys.Escape))
Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
// Draw the texture to the screen
_spriteBatch.Draw(_texture, new Rectangle(0, 0, Width * Scaling, Height * Scaling), Color.White);
_spriteBatch.End();
base.Draw(gameTime);
}
}
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