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
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using Microsoft.Xna.Framework;
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using MrGameEng.Core;
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namespace MrGameEng.Host;
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/// <summary>
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/// A scene transition that draws a full-screen overlay through a
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/// <see cref="TransitionRenderer"/>. The timing state machine lives in
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/// <see cref="SceneManager"/>; <see cref="GameHost"/> renders the overlay each draw while a
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/// transition is active. Transitions are stateless and reusable.
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/// </summary>
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public abstract class OverlayTransition : Transition
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{
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/// <summary>Creates a transition with explicit phase durations.</summary>
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protected OverlayTransition(float outDuration, float inDuration)
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: base(outDuration, inDuration) { }
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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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}
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/// <summary>Factories for the built-in visual scene transitions.</summary>
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public static class Transitions
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{
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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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: OverlayTransition(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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: OverlayTransition(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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