Split the platform out of Core: new Host library + HeadlessHost
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Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform. The windowed MonoGame host moves to the new MrGameEng.Host library: GameHost, GameHostOptions, visual scene transitions (OverlayTransition, Transitions.Fade/Wipe, TransitionRenderer) and the Input feature (namespace MrGameEng.Input is unchanged). Transition timing stays in Core (SceneManager exposes ActiveTransition/TransitionCoverage/ TransitionPhase; the host draws the overlay). EngineContext loses its GraphicsDevice property: hosts publish the device as a service and graphics code reads it via context.GetGraphicsDevice() in Graphics. Core gains HeadlessHost: a fixed-timestep loop without a window or GPU (Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated servers, batch simulation and tests. Graphics and Audio now carry their own MonoGame.Framework.DesktopGL reference instead of inheriting it from Core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
79d406a9f4
commit
2ac074004a
@@ -1,5 +1,3 @@
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using Microsoft.Xna.Framework;
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namespace MrGameEng.Core;
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/// <summary>Phase of a scene transition.</summary>
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@@ -13,10 +11,12 @@ public enum TransitionPhase
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}
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/// <summary>
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/// Visual transition between scenes. The scene switch itself happens at full coverage,
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/// so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay.
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/// Transitions are stateless and reusable; progress is tracked by <see cref="SceneManager"/>.
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/// Runs on unscaled time, so it works while gameplay is paused.
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/// Timing of a visual transition between scenes. The scene switch itself happens at full
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/// coverage, so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay.
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/// Progress is tracked by <see cref="SceneManager"/> on unscaled time, so transitions work
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/// while gameplay is paused. The core only times the phases — how the overlay looks is
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/// defined by the host (the MonoGame host's <c>OverlayTransition</c> and the
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/// <c>Transitions</c> factories); headless hosts simply let transitions pass invisibly.
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/// </summary>
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public abstract class Transition
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{
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@@ -32,49 +32,4 @@ public abstract class Transition
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OutDuration = Math.Max(0f, outDuration);
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InDuration = Math.Max(0f, inDuration);
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}
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/// <summary>
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/// Draws the overlay. <paramref name="coverage"/> is 0 (scene fully visible) to
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/// 1 (scene fully covered); <paramref name="phase"/> tells which side of the switch this is.
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/// </summary>
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public abstract void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase);
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/// <summary>Fade through a solid color (black by default). Total duration is split between out and in.</summary>
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public static Transition Fade(float duration = 0.6f, Color? color = null) =>
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new FadeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
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/// <summary>A curtain wiping across the screen (black by default). Total duration is split between out and in.</summary>
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public static Transition Wipe(float duration = 0.6f, Color? color = null) =>
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new WipeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
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private sealed class FadeTransition(float outDuration, float inDuration, Color color)
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: Transition(outDuration, inDuration)
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{
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public override void Draw(
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TransitionRenderer renderer,
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float coverage,
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TransitionPhase phase
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) => renderer.Fill(0f, 0f, 1f, 1f, color, coverage);
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}
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private sealed class WipeTransition(float outDuration, float inDuration, Color color)
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: Transition(outDuration, inDuration)
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{
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public override void Draw(
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TransitionRenderer renderer,
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float coverage,
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TransitionPhase phase
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)
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{
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// Out: шторка растёт слева направо; In: уезжает дальше вправо.
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if (phase == TransitionPhase.Out)
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{
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renderer.Fill(0f, 0f, coverage, 1f, color);
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}
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else
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{
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renderer.Fill(1f - coverage, 0f, coverage, 1f, color);
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}
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}
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}
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}
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