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>
This commit is contained in:
Leonid Pershin
2026-06-12 23:04:34 +03:00
co-authored by Claude Fable 5
parent 79d406a9f4
commit 2ac074004a
33 changed files with 560 additions and 184 deletions
+46
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using Friflo.Engine.ECS.Systems;
using MrGameEng.Core;
namespace MrGameEng.Input;
/// <summary>Polls the <see cref="InputManager"/> once per frame. Registered first in the update phase.</summary>
public sealed class InputSystem : BaseSystem
{
private readonly InputManager _input;
/// <summary>Creates the system for <paramref name="input"/>.</summary>
public InputSystem(InputManager input) => _input = input;
/// <inheritdoc />
protected override void OnUpdateGroup() => _input.Update();
}
/// <summary>Wires the input module into a <see cref="Scene"/>.</summary>
public static class SceneInputExtensions
{
/// <summary>
/// Returns the shared <see cref="InputManager"/> service (creating it on first use) and
/// inserts <see cref="InputSystem"/> at the start of the scene's update phase.
/// Call from <c>OnLoad</c> before adding gameplay systems.
/// </summary>
public static InputManager UseInput(this Scene scene)
{
var services = scene.Context.Services;
var input = services.GetOrDefault<InputManager>();
if (input is null)
{
var capture = services.GetOrDefault<InputCapture>();
if (capture is null)
{
capture = new InputCapture();
services.Add(capture);
}
input = new InputManager(capture);
services.Add(input);
}
scene.UpdateSystems.Insert(0, new InputSystem(input));
return input;
}
}