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namespace Q1.Emulator;
using System;
using System.Linq;
using Chip;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
public class DisplayEngine : Game
{
private readonly HIDDevice _hid;
private readonly Action<Texture2D> _onScreenTextureLoaded;
private readonly Action _requestUpdate;
private readonly Func<bool> _checkAbort;
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private Texture2D _texture;
private Keys[]? _oldKeys = null;
public int Scaling { get; }
public int Width { get; }
public int Height { get; }
public DisplayEngine(
int width,
int height,
int scaling,
HIDDevice hid,
Action<Texture2D> onScreenTextureLoaded,
Action requestUpdate,
Func<bool> checkAbort)
{
this.Width = width;
this.Height = height;
this.Scaling = scaling;
this._hid = hid;
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 keyboard = Keyboard.GetState();
var mouse = Mouse.GetState();
u16 mousePos = (u16) (((mouse.Y / this.Scaling) * this.Width) + (mouse.X / this.Scaling));
this._hid.SetMouse(
mousePos,
mouse.LeftButton == ButtonState.Pressed,
mouse.RightButton == ButtonState.Pressed,
mouse.MiddleButton == ButtonState.Pressed);
Keys[] keys = keyboard.GetPressedKeys();
foreach (Keys newKey in keys.Except(this._oldKeys ?? []))
{
this._hid.SetKeyboard((u8) newKey, true);
}
foreach (Keys oldKey in this._oldKeys?.Except(keys) ?? [])
{
this._hid.SetKeyboard((u8) oldKey, false);
}
this._oldKeys = keys;
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed
|| keyboard.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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