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namespace Q1.Emulator;
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
public class DisplayEngine : Game
{
private readonly Action<Texture2D> _onScreenTextureLoaded;
private readonly Action _requestUpdate;
private readonly Func<bool> _checkAbort;
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, Action requestUpdate, Func<bool> checkAbort)
{
this.Width = width;
this.Height = height;
this.Scaling = scaling;
this._onScreenTextureLoaded = onScreenTextureLoaded;
this._requestUpdate = requestUpdate;
this._checkAbort = checkAbort;
this._graphics = new GraphicsDeviceManager(this);
this.Content.RootDirectory = "Content";
this.IsMouseVisible = true;
}
protected override void Initialize()
{
this._texture = new Texture2D(this.GraphicsDevice, this.Width, this.Height);
this._onScreenTextureLoaded?.Invoke(this._texture);
// set window size
this._graphics.PreferredBackBufferWidth = this.Width * this.Scaling;
this._graphics.PreferredBackBufferHeight = this.Height * this.Scaling;
this._graphics.ApplyChanges();
base.Initialize();
}
protected override void LoadContent()
{
this._spriteBatch = new SpriteBatch(this.GraphicsDevice);
}
protected override void Update(GameTime gameTime)
{
var state = Keyboard.GetState();
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || state.IsKeyDown(Keys.Escape) || this._checkAbort())
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
// GraphicsDevice.Clear(Color.CornflowerBlue);
this._requestUpdate();
this._spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
// Draw the texture to the screen
this._spriteBatch.Draw(this._texture, new Rectangle(0, 0, this.Width * this.Scaling, this.Height * this.Scaling), Color.White);
this._spriteBatch.End();
base.Draw(gameTime);
}
}
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