//-----------------------------------------------------------------------------
// Game1.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
namespace StateObject
{
///
/// This is the main type for your game
///
public class StateObjectGame : Game
{
GraphicsDeviceManager graphicsDeviceManager;
BasicEffect basicEffect;
VertexDeclaration vertexDeclaration;
VertexBuffer vertexBuffer;
const int number_of_vertices = 6;
RasterizerState rsCullNone;
RasterizerState rsCullCounterClockwise;
RasterizerState rsCullClockwise;
SpriteBatch spriteBatch;
// SpriteFont and mode tracking
SpriteFont instructionFont;
KeyboardState currentKeyboardState = Keyboard.GetState();
KeyboardState lastKeyboardState = Keyboard.GetState();
GamePadState currentGamePadState = GamePad.GetState(PlayerIndex.One);
GamePadState lastGamePadState = GamePad.GetState(PlayerIndex.One);
bool changeState = false;
public StateObjectGame()
{
graphicsDeviceManager = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
///
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
///
protected override void Initialize()
{
// TODO: Add your initialization logic here
CreateEffect();
CreateVertexBuffer();
rsCullNone = new RasterizerState()
{
CullMode = CullMode.None,
FillMode = FillMode.WireFrame,
MultiSampleAntiAlias = false
};
rsCullCounterClockwise = new RasterizerState()
{
CullMode = CullMode.CullCounterClockwiseFace,
FillMode = FillMode.WireFrame,
MultiSampleAntiAlias = false
};
rsCullClockwise = new RasterizerState()
{
CullMode = CullMode.CullClockwiseFace,
FillMode = FillMode.WireFrame,
MultiSampleAntiAlias = false
};
GraphicsDevice.RasterizerState = rsCullNone;
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Load the SpriteFont
instructionFont = Content.Load("font");
spriteBatch = new SpriteBatch(GraphicsDevice);
}
///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
currentKeyboardState = Keyboard.GetState();
currentGamePadState = GamePad.GetState(PlayerIndex.One);
// Exit the game from a GamePad
if (currentGamePadState.Buttons.Back == ButtonState.Pressed)
this.Exit();
// Exit the game from a Keyboard
if (currentKeyboardState.IsKeyDown(Keys.Escape))
this.Exit();
// Only set changeState when input is detected
if ((currentGamePadState.Buttons.A == ButtonState.Pressed
&& currentGamePadState.Buttons.A != lastGamePadState.Buttons.A)
|| (currentKeyboardState.IsKeyDown(Keys.A)
&& lastKeyboardState.IsKeyUp(Keys.A)))
{
changeState = true;
}
if (changeState)
{
if (GraphicsDevice.RasterizerState == rsCullNone)
{
GraphicsDevice.RasterizerState = rsCullCounterClockwise;
}
else if (GraphicsDevice.RasterizerState == rsCullCounterClockwise)
{
GraphicsDevice.RasterizerState = rsCullClockwise;
}
else
{
GraphicsDevice.RasterizerState = rsCullNone;
}
changeState = false;
}
lastKeyboardState = currentKeyboardState;
lastGamePadState = currentGamePadState;
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.MonoGameOrange);
GraphicsDevice.SetVertexBuffer(vertexBuffer);
EffectPass pass = basicEffect.CurrentTechnique.Passes[0];
if (pass != null)
{
pass.Apply();
GraphicsDevice.DrawPrimitives(
PrimitiveType.TriangleList, // primitive type to draw
0, // start vertex
2 // number of primitives to draw
);
}
// Draw instructions and current mode
spriteBatch.Begin();
spriteBatch.DrawString(
instructionFont,
"Change Cull Modes:\n A on the Keyboard or A on the GamePad",
new Vector2(20, 250),
Color.White
);
spriteBatch.DrawString(
instructionFont,
$"Cull Mode:\n {GraphicsDevice.RasterizerState.CullMode}",
new Vector2(20, 325),
Color.Yellow
);
spriteBatch.End();
base.Draw(gameTime);
}
private void CreateEffect()
{
basicEffect = new BasicEffect(GraphicsDevice);
}
private void CreateVertexBuffer()
{
vertexDeclaration = new VertexDeclaration(new VertexElement[1]
{
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0)
}
);
vertexBuffer = new VertexBuffer(
GraphicsDevice,
vertexDeclaration,
number_of_vertices,
BufferUsage.None
);
Vector3[] vertices = new Vector3[number_of_vertices];
vertices[0] = new Vector3(-1, 0, 0); // cw
vertices[1] = new Vector3(0, 1, 0);
vertices[2] = new Vector3(0, 0, 0);
vertices[3] = new Vector3(0, 0, 0); // ccw
vertices[4] = new Vector3(1, 0, 0);
vertices[5] = new Vector3(0, 1, 0);
vertexBuffer.SetData(vertices);
}
}
}