Update README.md to include project description, developer documentation links, and license information.
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This commit is contained in:
Leonid Pershin
2026-06-11 04:03:07 +03:00
parent 31aba3aeee
commit ff2231a8ab
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name: CI
on:
push:
branches: [main]
pull_request:
jobs:
build-test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-dotnet@v4
with:
dotnet-version: 8.0.x
- name: Build
run: dotnet build MrGameEng.sln --configuration Release
- name: Test
run: dotnet test MrGameEng.sln --configuration Release --no-build --verbosity normal
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# mrgameeng
2D game engine built on MonoGame 3.8.4 (DesktopGL), .NET 8, C#.
ECS-first: Friflo.Engine.ECS 3.6 is tightly integrated into the core — all gameplay
state lives in components, all logic in systems.
Design docs and developer documentation live in `docs/` and are written in **Russian**.
Keep them up to date when architecture or conventions change.
## Solution layout
```
src/ MrGameEng.* engine libraries (one per functional area)
samples/ MrGameEng.Sample — demo game showcasing every engine feature
tests/ xUnit test projects, one per engine library
docs/ architecture, conventions, roadmap (Russian)
```
Engine modules: `Core` (game loop, ECS world, scenes, time), `Graphics` (custom batched
renderer, camera, sprites), `Input`, `Audio`, `Assets` (runtime loading, no content
pipeline), `Assets.Generator` (Roslyn source generator for typed asset handles).
Dependency rule: every module may depend only on `Core`; `Core` depends only on
MonoGame and Friflo.Engine.ECS. `Assets.Generator` is a netstandard2.0 analyzer.
## Commands
```
dotnet build MrGameEng.sln
dotnet test MrGameEng.sln
dotnet run --project samples/MrGameEng.Sample
```
## Architecture rules
- ECS-first: components are plain data (`struct` implementing `IComponent`),
behavior goes into Friflo systems (`QuerySystem`), wired through `SystemRoot`.
No `Update()` methods on game objects, no inheritance-based entities.
- Hot paths (per-frame systems) must be allocation-free.
- Rendering: custom batcher in `Graphics` (vertex buffers, layer→depth→texture sort,
atlas support); `SpriteBatch` is not used in engine code. Draw systems write vertices
directly from Friflo chunk iteration. Orthographic camera (one active per scene),
registered render layers (World or Screen space, optional Y-sort), AABB culling
against the camera rect before vertices are written.
- No MGCB content pipeline. Assets are raw files under `Assets/`, loaded at runtime
(textures via `Texture2D.FromFile`, fonts via FontStashSharp, ogg via NVorbis,
shaders precompiled by `dotnet-mgfxc` at build time). Game code references assets
only through generated typed handles (`AssetRef<T>`), never string paths.
- New engine functionality goes into the matching module, or a new
`MrGameEng.<Area>` library if it is a distinct area — never into `Core` by default.
- Every public engine feature must be demonstrated in `MrGameEng.Sample`
and covered by tests where logic is testable without a GPU.
## Code conventions
- Nullable reference types enabled, warnings as errors, file-scoped namespaces.
- Public engine API requires XML doc comments (English).
- Tests: xUnit, named `Method_Scenario_Expectation`.
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{0E0710AB-6132-4E64-9AFC-03B0601F92C6}.Debug|x64.Build.0 = Debug|Any CPU
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{0E0710AB-6132-4E64-9AFC-03B0601F92C6}.Debug|x86.Build.0 = Debug|Any CPU
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{0E0710AB-6132-4E64-9AFC-03B0601F92C6}.Release|Any CPU.Build.0 = Release|Any CPU
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{0E0710AB-6132-4E64-9AFC-03B0601F92C6}.Release|x86.Build.0 = Release|Any CPU
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
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GlobalSection(NestedProjects) = preSolution
{09FF1FD5-7CCD-4A0B-AC0C-4910A2B5DF6B} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{E6C4D3FA-4FEF-4FA0-9AB3-42928E576139} = {5D20AA90-6969-D8BD-9DCD-8634F4692FDA}
{2E9A054C-77A1-484B-BBFF-51FC40CD7D87} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{1936FFA7-B642-4B1C-A01A-A3B25BBFCAD1} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{F3C7CE85-EF6B-4CEE-9042-50B8710EF656} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{8FDFB833-57DC-4013-8399-5B2F67C9B14E} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{FA351009-2001-42A8-8091-54438111E2F1} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{234790A6-1705-48C3-BF31-3DC79721B1E9} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{9F4D0E2A-1FAB-4DEB-AE7F-768EFB660AFD} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{D55753A2-4CC0-4BCC-80D5-01E919FF97BE} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{0E0710AB-6132-4E64-9AFC-03B0601F92C6} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
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+8
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@@ -1,2 +1,10 @@
# mrgameeng
Cross-platform 2D game engine built on [MonoGame](https://monogame.net) 3.8.4 (DesktopGL)
and [Friflo.Engine.ECS](https://github.com/friflo/Friflo.Engine.ECS) — ECS-first, .NET 8, C#.
Developer documentation (Russian): [docs/architecture.md](docs/architecture.md), [docs/roadmap.md](docs/roadmap.md).
## License
MIT — see [LICENSE](LICENSE).
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# Архитектура mrgameeng
## Обзор
**mrgameeng** — кроссплатформенный 2D игровой движок на базе MonoGame 3.8.4
(DesktopGL: Windows, Linux, macOS), .NET 8, C#.
Ключевое архитектурное решение — **ECS-first**: движок плотно интегрирует
[Friflo.Engine.ECS](https://github.com/friflo/Friflo.Engine.ECS) (v3.6) как ядро
модели объектов. Это самая производительная ECS-библиотека в .NET по результатам
[Ecs.CSharp.Benchmark](https://github.com/Doraku/Ecs.CSharp.Benchmark): ноль аллокаций
в горячих путях, archetype-хранилище, встроенные системы, события и индексы.
## Принципы
1. **Данные отдельно от логики.** Всё состояние игры — в компонентах
(`struct : IComponent`), вся логика — в системах (`QuerySystem<T>`).
Никаких `Update()` у игровых объектов и иерархий наследования сущностей.
2. **Ноль аллокаций в кадре.** Системы, выполняющиеся каждый кадр, не должны
аллоцировать память. Проверяется бенчмарками и code review.
3. **Модульность.** Движок разбит на библиотеки по функциональным областям.
Игра подключает только то, что использует.
4. **Всё демонстрируется.** Каждая публичная возможность движка показана
в `MrGameEng.Sample` и покрыта тестами (где логика тестируема без GPU).
## Модули
| Библиотека | Ответственность |
|------------------------------|------------------------------------------------------------|
| `MrGameEng.Core` | Игровой цикл (хост над `Game`), `EntityStore`, `SystemRoot`, сцены, время, жизненный цикл |
| `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои |
| `MrGameEng.Input` | Абстракция ввода: клавиатура, мышь, геймпад; action maps |
| `MrGameEng.Audio` | Звуковые эффекты и музыка |
| `MrGameEng.Assets` | Runtime-загрузка ресурсов без Content Pipeline, кэш, `AssetRef<T>` |
| `MrGameEng.Assets.Generator` | Roslyn incremental source generator: классы с типизированными хендлами ресурсов |
Планируемые модули (по мере развития): `Physics2D`, `Tilemap`, `UI`, `Particles`.
### Правило зависимостей
```
MrGameEng.Graphics ─┐
MrGameEng.Input ─┤
MrGameEng.Audio ─┼──► MrGameEng.Core ──► MonoGame.Framework.DesktopGL
MrGameEng.Assets ─┘ └──► Friflo.Engine.ECS
```
Модули зависят **только от `Core`** и никогда друг от друга. `Core` зависит только
от MonoGame и Friflo. Если двум модулям нужен общий тип — он переезжает в `Core`.
`MrGameEng.Assets.Generator` — особый случай: это анализатор (netstandard2.0),
он подключается к проекту игры как `Analyzer`, в рантайме не участвует и не зависит
от других модулей движка.
## Загрузка ресурсов (без Content Pipeline)
MGCB / Content Pipeline **не используется**. Все ресурсы лежат в папке `Assets/`
проекта игры как сырые файлы (копируются в output при сборке) и грузятся в рантайме:
| Тип | Форматы | Как грузим |
|----------------|-----------|---------------------------------------------------------|
| Текстуры | png, jpg | `Texture2D.FromFile` |
| Шрифты | ttf | FontStashSharp (растеризация в рантайме, динамический атлас) |
| Звуки | wav | `SoundEffect.FromFile` |
| Музыка | ogg | Стриминг через NVorbis + `DynamicSoundEffectInstance` |
| Шейдеры | fx | Компиляция `dotnet-mgfxc` на этапе сборки (MSBuild target), в рантайме грузится байткод `.mgfx` |
`AssetManager``MrGameEng.Assets`) грузит ресурсы по типизированному хендлу
`AssetRef<T>` (путь + тип), кэширует по пути и владеет временем жизни (Dispose
при выгрузке сцены/игры).
### Кодогенератор хендлов
`MrGameEng.Assets.Generator` — Roslyn **incremental source generator**. Файлы из
`Assets/` передаются ему через `AdditionalFiles` (один glob в `.csproj` игры).
По дереву папок он генерирует статический класс с типизированными хендлами,
тип выводится из расширения файла:
```csharp
// Assets/Textures/player.png →
public static partial class GameAssets
{
public static class Textures
{
public static readonly AssetRef<Texture2D> Player = new("Textures/player.png");
}
}
// использование: Texture2D tex = assets.Load(GameAssets.Textures.Player);
```
Обращение к ресурсу по строковому пути в коде игры — запрещено соглашением;
строки существуют только внутри сгенерированного кода.
## Рендеринг
`SpriteBatch` в движке **не используется** — в `MrGameEng.Graphics` свой батчер,
спроектированный под ECS.
### Камера
Ортографическая 2D-камера — из коробки, отдельная сущность с компонентом `Camera`:
- Позиция, зум, поворот, опциональные границы мира (clamp).
- Строит ортографическую view-projection матрицу; виртуальное разрешение
с letterbox/scale под размер окна.
- Активная камера — одна на сцену. Утилиты `ScreenToWorld` / `WorldToScreen`.
### Слои (render layers)
- Слои регистрируются явно при настройке рендерера: имя + порядок отрисовки
(например, `Background → World → Foreground → UI`).
- У каждого слоя — **пространство**: `World` (через трансформ камеры) или
`Screen` (screen-space, без камеры — HUD, UI).
- Сортировка внутри слоя — по `float depth` спрайта; слой можно переключить
в режим **Y-sort** (depth = позиция Y, для top-down игр).
- Спрайт ссылается на слой компактным id (`LayerId`), не строкой.
### Culling
- Перед записью вершин AABB спрайта (с учётом rotation/scale) проверяется против
world-прямоугольника камеры; невидимые сущности не попадают в батчер.
- Screen-space слои не куллятся по камере (они всегда на экране).
- Culling — простой broad-phase в draw-системе, без пространственных структур;
если профилирование покажет, что на больших мирах его не хватает,
добавим spatial hash отдельным этапом.
### Батчер
- Draw-системы итерируют чанки Friflo (`Chunks<Position, Sprite, ...>`) и пишут
вершины напрямую в CPU-буфер батчера — без промежуточных списков и аллокаций.
- Порядок сортировки: **слой → depth (или Y) → текстура**; спрайты с одной
текстурой сливаются в один draw call (динамический vertex buffer + общий
quad index buffer).
- Текстурные атласы — первоклассный гражданин: `Sprite` хранит регион атласа,
спрайты одного атласа батчатся автоматически.
- Цель по производительности: ≥100k спрайтов при 60 FPS на среднем десктопе,
0 аллокаций на кадр. Контролируется бенчмарками (BenchmarkDotNet) и
стресс-сценой в Sample.
## Интеграция ECS
- На каждую сцену создаётся свой `EntityStore` (мир) и **два** `SystemRoot`:
`UpdateSystems` (логика) и `DrawSystems` (рендер). Порядок систем детерминирован
и задаётся явно при регистрации.
- Модули подключаются к сцене extension-методами из `OnLoad`:
`scene.UseRenderer2D()`, `scene.UseInput()`, `scene.UseSpriteAnimation()`,
`context.UseAssets()`, `context.UseAudio()`. Сервисы модулей живут в
`EngineContext.Services` (общие между сценами), системы — в сцене.
- Базовый трансформ — один компонент `Transform2D` (position + rotation + scale):
один массив на чанк дешевле трёх отдельных компонентов.
- Модули поставляют готовые компоненты и системы
(например, `Sprite` + `SpriteRenderSystem` из `Graphics`), игра добавляет свои.
## Кадр (frame pipeline)
```
Game.Update ──► Scene.Update ──► SystemRoot (Update-фаза): input → логика игры → анимации
Game.Draw ──► Scene.Draw ──► SystemRoot (Draw-фаза): камера → culling → запись вершин в батчер → flush (draw calls)
```
## Структура репозитория
```
MrGameEng.sln
src/ библиотеки движка (MrGameEng.*)
samples/ MrGameEng.Sample — демо всех возможностей
tests/ xUnit-тесты, по проекту на библиотеку
docs/ документация (русский)
```
## Зафиксированные версии
| Зависимость | Версия | Назначение |
|---------------------------------|----------|----------------------------------|
| .NET (target framework) | net8.0 | |
| MonoGame.Framework.DesktopGL | 3.8.4.1 | Базовый фреймворк |
| Friflo.Engine.ECS | 3.6.0 | ECS |
| FontStashSharp.MonoGame | 1.5.6 | Шрифты (ttf) в рантайме |
| NVorbis | 0.10.5 | Декодирование ogg |
| dotnet-mgfxc (dotnet tool) | 3.8.4.1 | Компиляция шейдеров при сборке |
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# Roadmap
Базовый движок (ядро, рендер, ассеты с кодогенерацией, ввод, звук, демо) реализован —
текущие возможности описаны в [architecture.md](architecture.md). Здесь — только планы.
Пункт считается завершённым, когда покрыт тестами и показан в `MrGameEng.Sample`;
после завершения он убирается отсюда и фиксируется в architecture.md.
## Ближайшее
- [ ] Текст: рендер шрифтов FontStashSharp через батчер движка
(новый модуль `MrGameEng.Text`, потребует зависимости от Graphics)
- [ ] MSBuild target для автоматической компиляции `.fx``.mgfx` через `dotnet-mgfxc`
(лоадер `.mgfx` в AssetManager уже готов; target — когда появится первый кастомный шейдер)
## Бэклог
- Physics2D (выбор библиотеки: Aether.Physics2D / своя)
- Tilemap (поддержка Tiled)
- Particles
- UI
- Бенчмарки BenchmarkDotNet для систем (сейчас производительность контролируется стресс-сценой)
- Стабильная сортировка спрайтов с равным ключом (сейчас порядок не гарантирован между кадрами)
- Spatial hash для culling на очень больших мирах (если профилирование покажет необходимость)
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\MrGameEng.Core\MrGameEng.Core.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Graphics\MrGameEng.Graphics.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Input\MrGameEng.Input.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Audio\MrGameEng.Audio.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Assets\MrGameEng.Assets.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Assets.Generator\MrGameEng.Assets.Generator.csproj"
OutputItemType="Analyzer" ReferenceOutputAssembly="false" />
</ItemGroup>
<ItemGroup>
<AdditionalFiles Include="Assets\**\*.*" />
<None Include="Assets\**\*.*" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
</Project>
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using Microsoft.Xna.Framework;
using MrGameEng.Core;
using MrGameEng.Sample.Scenes;
using var host = new GameHost(
new GameHostOptions
{
Title = "MrGameEng Sample",
Width = 1280,
Height = 720,
ClearColor = new Color(24, 26, 32),
},
new MainScene());
host.Run();
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using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
using MrGameEng.Graphics;
namespace MrGameEng.Sample;
/// <summary>Действия игрока, привязанные к клавишам через ActionMap.</summary>
public enum SampleAction
{
MoveLeft,
MoveRight,
MoveUp,
MoveDown,
Jump,
Pause,
ToggleMusic,
SwitchScene,
}
/// <summary>Скорость для движущихся сущностей сэмпла.</summary>
public struct Velocity : IComponent
{
public Vector2 Value;
}
/// <summary>Слои рендера сэмпла; регистрируются один раз на общий Renderer2D.</summary>
public static class SampleLayers
{
public static LayerId Actors { get; private set; }
public static LayerId Ui { get; private set; }
private static bool _registered;
public static void EnsureRegistered(Renderer2D renderer)
{
if (_registered)
{
return;
}
Actors = renderer.Layers.Register("Actors", LayerSpace.World, LayerSortMode.YSort);
Ui = renderer.Layers.Register("UI", LayerSpace.Screen);
_registered = true;
}
}
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using Friflo.Engine.ECS;
using Friflo.Engine.ECS.Systems;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Audio;
using MrGameEng.Core;
using MrGameEng.Graphics;
using MrGameEng.Input;
namespace MrGameEng.Sample;
/// <summary>Управление игроком (WASD/стрелки) и прыжок-писк на пробел.</summary>
public sealed class PlayerControlSystem(
Entity player, ActionMap<SampleAction> actions, AudioManager audio, SoundEffect beep) : BaseSystem
{
protected override void OnUpdateGroup()
{
ref var transform = ref player.GetComponent<Transform2D>();
var move = new Vector2(
actions.GetAxis(SampleAction.MoveLeft, SampleAction.MoveRight),
actions.GetAxis(SampleAction.MoveUp, SampleAction.MoveDown));
if (move != Vector2.Zero)
{
move.Normalize();
transform.Position += move * 260f * Tick.deltaTime;
}
if (actions.IsPressed(SampleAction.Jump))
{
audio.Play(beep);
}
}
}
/// <summary>Камера следует за игроком; колесо — зум, Q/E — поворот.</summary>
public sealed class CameraControlSystem(Entity cameraEntity, Entity player, InputManager input) : BaseSystem
{
protected override void OnUpdateGroup()
{
ref var camera = ref cameraEntity.GetComponent<Camera>();
var target = player.GetComponent<Transform2D>().Position;
camera.Position = Vector2.Lerp(camera.Position, target, Math.Min(1f, 6f * Tick.deltaTime));
camera.Zoom = Math.Clamp(camera.Zoom * (1f + input.WheelDelta * 0.001f), 0.2f, 5f);
var rotate = (input.IsKeyDown(Keys.E) ? 1f : 0f) - (input.IsKeyDown(Keys.Q) ? 1f : 0f);
camera.Rotation += rotate * 1.2f * Tick.deltaTime;
}
}
/// <summary>Отскок сущностей со скоростью от границ мира.</summary>
public sealed class BounceSystem(RectF bounds) : QuerySystem<Transform2D, Velocity>
{
protected override void OnUpdate()
{
var delta = Tick.deltaTime;
foreach (var (transforms, velocities, _) in Query.Chunks)
{
var t = transforms.Span;
var v = velocities.Span;
for (var i = 0; i < t.Length; i++)
{
ref var position = ref t[i].Position;
ref var velocity = ref v[i].Value;
position += velocity * delta;
if (position.X < bounds.Left || position.X > bounds.Right)
{
velocity.X = -velocity.X;
position.X = Math.Clamp(position.X, bounds.Left, bounds.Right);
}
if (position.Y < bounds.Top || position.Y > bounds.Bottom)
{
velocity.Y = -velocity.Y;
position.Y = Math.Clamp(position.Y, bounds.Top, bounds.Bottom);
}
}
}
}
}
/// <summary>Пауза (P), музыка (M), переключение сцены (Tab).</summary>
public sealed class SceneHotkeysSystem(
EngineContext context, ActionMap<SampleAction> actions, Func<Scene> nextScene) : BaseSystem
{
protected override void OnUpdateGroup()
{
if (actions.IsPressed(SampleAction.Pause))
{
context.Clock.TimeScale = context.Clock.TimeScale > 0f ? 0f : 1f;
}
if (actions.IsPressed(SampleAction.ToggleMusic))
{
var music = context.Services.Get<AudioManager>().Music;
if (music.IsPlaying)
{
music.Pause();
}
else
{
music.Resume();
}
}
if (actions.IsPressed(SampleAction.SwitchScene))
{
context.Scenes.Switch(nextScene());
}
}
}
/// <summary>FPS и статистика рендера в заголовке окна (обновляется 4 раза в секунду).</summary>
public sealed class TitleStatsSystem(EngineContext context, Renderer2D renderer, string sceneName) : BaseSystem
{
private float _accumulated;
private int _frames;
protected override void OnUpdateGroup()
{
_accumulated += context.Clock.UnscaledDeltaTime;
_frames++;
if (_accumulated < 0.25f)
{
return;
}
var fps = _frames / _accumulated;
_accumulated = 0f;
_frames = 0;
context.Services.Get<GameWindow>().Title =
$"MrGameEng Sample — {sceneName} | {fps:F0} FPS | sprites: {renderer.SubmittedSprites} | culled: {renderer.CulledSprites} | draw calls: {renderer.DrawCalls}";
}
}
/// <summary>Общая настройка ввода для сцен сэмпла.</summary>
public static class SampleInput
{
public static ActionMap<SampleAction> CreateActions(InputManager input) =>
new ActionMap<SampleAction>(input)
.Bind(SampleAction.MoveLeft, Keys.A)
.Bind(SampleAction.MoveLeft, Keys.Left)
.Bind(SampleAction.MoveRight, Keys.D)
.Bind(SampleAction.MoveRight, Keys.Right)
.Bind(SampleAction.MoveUp, Keys.W)
.Bind(SampleAction.MoveUp, Keys.Up)
.Bind(SampleAction.MoveDown, Keys.S)
.Bind(SampleAction.MoveDown, Keys.Down)
.Bind(SampleAction.Jump, Keys.Space)
.Bind(SampleAction.Pause, Keys.P)
.Bind(SampleAction.ToggleMusic, Keys.M)
.Bind(SampleAction.SwitchScene, Keys.Tab);
}
@@ -0,0 +1,106 @@
using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
using MrGameEng.Assets;
using MrGameEng.Audio;
using MrGameEng.Core;
using MrGameEng.Graphics;
using MrGameEng.Input;
namespace MrGameEng.Sample.Scenes;
/// <summary>
/// Интерактивная демо-сцена: ассеты через сгенерированные хендлы, анимация, слои
/// (мир + Y-sort + screen-space HUD), камера с зумом/поворотом, ввод, звук и музыка.
/// WASD — игрок, колесо — зум, Q/E — поворот, Space — звук, P — пауза, M — музыка, Tab — стресс-сцена.
/// </summary>
public sealed class MainScene : Scene
{
private const int DecorCount = 1500;
private static readonly RectF WorldBounds = new(-2000f, -2000f, 4000f, 4000f);
protected override void OnLoad()
{
var assets = Context.Services.GetOrDefault<AssetManager>() ?? Context.UseAssets();
var audio = Context.Services.GetOrDefault<AudioManager>() ?? Context.UseAudio();
var input = this.UseInput();
var actions = SampleInput.CreateActions(input);
this.UseSpriteAnimation();
var renderer = this.UseRenderer2D(new Renderer2DOptions { VirtualResolution = new Point(1280, 720) });
SampleLayers.EnsureRegistered(renderer);
var playerTexture = assets.Load(GameAssets.Textures.Player);
var shapesTexture = assets.Load(GameAssets.Textures.Shapes);
var beep = assets.Load(GameAssets.Sounds.Beep);
var shapeRegions = new[]
{
new Texture2DRegion(shapesTexture, new Rectangle(0, 0, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(32, 0, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(0, 32, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(32, 32, 32, 32)),
};
// Декорации по всему миру: уезжаешь камерой — попадают под culling (см. заголовок окна).
var random = new Random(42);
for (var i = 0; i < DecorCount; i++)
{
var sprite = new Sprite(shapeRegions[random.Next(shapeRegions.Length)]);
sprite.CenterOrigin();
sprite.Color = Color.White * 0.35f;
Store.CreateEntity(
new Transform2D(
new Vector2(
random.NextSingle() * WorldBounds.Width + WorldBounds.Left,
random.NextSingle() * WorldBounds.Height + WorldBounds.Top),
rotation: random.NextSingle() * MathF.Tau,
scale: new Vector2(0.5f + random.NextSingle())),
sprite);
}
// Бродячие "существа" на Y-sort слое: кто ниже на экране — тот ближе.
for (var i = 0; i < 200; i++)
{
var sprite = new Sprite(shapeRegions[random.Next(shapeRegions.Length)], SampleLayers.Actors);
sprite.CenterOrigin();
var angle = random.NextSingle() * MathF.Tau;
Store.CreateEntity(
new Transform2D(new Vector2(random.Next(-600, 600), random.Next(-400, 400))),
sprite,
new Velocity { Value = new Vector2(MathF.Cos(angle), MathF.Sin(angle)) * (40f + random.Next(80)) });
}
// Игрок: анимированный спрайт (2 кадра из атласа player.png), Y-sort слой.
var playerSprite = new Sprite(new Texture2DRegion(playerTexture, new Rectangle(0, 0, 32, 32)), SampleLayers.Actors);
playerSprite.CenterOrigin();
var blink = new SpriteAnimationClip(
[
new Texture2DRegion(playerTexture, new Rectangle(0, 0, 32, 32)),
new Texture2DRegion(playerTexture, new Rectangle(32, 0, 32, 32)),
], framesPerSecond: 3f);
var player = Store.CreateEntity(
new Transform2D(Vector2.Zero, scale: new Vector2(2f)),
playerSprite,
new SpriteAnimator(blink));
var camera = Store.CreateEntity(new Camera(Vector2.Zero, zoom: 1f, bounds: WorldBounds));
// HUD: золотой квадрат в углу на screen-space слое — не двигается с камерой.
var hud = new Sprite(shapeRegions[3], SampleLayers.Ui);
Store.CreateEntity(new Transform2D(new Vector2(16f, 16f)), hud);
UpdateSystems.Add(new PlayerControlSystem(player, actions, audio, beep));
UpdateSystems.Add(new BounceSystem(WorldBounds));
UpdateSystems.Add(new CameraControlSystem(camera, player, input));
UpdateSystems.Add(new SceneHotkeysSystem(Context, actions, () => new StressScene()));
UpdateSystems.Add(new TitleStatsSystem(Context, renderer, "Main"));
var music = audio.Music;
if (!music.IsPlaying)
{
music.Volume = 0.4f;
music.Play(assets.Load(GameAssets.Music.Theme));
}
}
}
@@ -0,0 +1,71 @@
using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
using MrGameEng.Assets;
using MrGameEng.Core;
using MrGameEng.Graphics;
using MrGameEng.Input;
namespace MrGameEng.Sample.Scenes;
/// <summary>
/// Стресс-сцена: 100 000 спрайтов скачут в мире 4000×4000. Колесо — зум (чем дальше,
/// тем больше спрайтов в кадре), Tab — обратно в основную сцену. Цель: 60 FPS.
/// </summary>
public sealed class StressScene : Scene
{
private const int SpriteCount = 100_000;
private static readonly RectF WorldBounds = new(-2000f, -2000f, 4000f, 4000f);
protected override void OnLoad()
{
var assets = Context.Services.Get<AssetManager>();
var input = this.UseInput();
var actions = SampleInput.CreateActions(input);
var renderer = this.UseRenderer2D();
SampleLayers.EnsureRegistered(renderer);
var shapesTexture = assets.Load(GameAssets.Textures.Shapes);
var regions = new[]
{
new Texture2DRegion(shapesTexture, new Rectangle(0, 0, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(32, 0, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(0, 32, 32, 32)),
new Texture2DRegion(shapesTexture, new Rectangle(32, 32, 32, 32)),
};
var random = new Random(7);
for (var i = 0; i < SpriteCount; i++)
{
var sprite = new Sprite(regions[random.Next(regions.Length)]);
sprite.CenterOrigin();
var angle = random.NextSingle() * MathF.Tau;
Store.CreateEntity(
new Transform2D(
new Vector2(
random.NextSingle() * WorldBounds.Width + WorldBounds.Left,
random.NextSingle() * WorldBounds.Height + WorldBounds.Top),
scale: new Vector2(0.4f + random.NextSingle() * 0.6f)),
sprite,
new Velocity { Value = new Vector2(MathF.Cos(angle), MathF.Sin(angle)) * (30f + random.Next(150)) });
}
var camera = Store.CreateEntity(new Camera(Vector2.Zero, zoom: 0.3f));
UpdateSystems.Add(new BounceSystem(WorldBounds));
UpdateSystems.Add(new StressCameraSystem(camera, input));
UpdateSystems.Add(new SceneHotkeysSystem(Context, actions, () => new MainScene()));
UpdateSystems.Add(new TitleStatsSystem(Context, renderer, $"Stress {SpriteCount:N0}"));
}
/// <summary>Только зум колесом — чтобы регулировать число видимых спрайтов.</summary>
private sealed class StressCameraSystem(Entity cameraEntity, InputManager input)
: Friflo.Engine.ECS.Systems.BaseSystem
{
protected override void OnUpdateGroup()
{
ref var camera = ref cameraEntity.GetComponent<Camera>();
camera.Zoom = Math.Clamp(camera.Zoom * (1f + input.WheelDelta * 0.001f), 0.05f, 5f);
}
}
}
@@ -0,0 +1,180 @@
using System.Collections.Immutable;
using System.Text;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.Text;
namespace MrGameEng.Assets.Generator;
/// <summary>
/// Incremental source generator producing typed asset handles. Asset files are passed in as
/// AdditionalFiles (glob over the game's Assets/ directory); for each known file type a
/// <c>static readonly AssetRef&lt;T&gt;</c> field is emitted, nested in static classes
/// mirroring the directory tree.
/// </summary>
[Generator]
public sealed class AssetHandlesGenerator : IIncrementalGenerator
{
private static readonly Dictionary<string, string> TypeByExtension = new(StringComparer.OrdinalIgnoreCase)
{
[".png"] = "global::Microsoft.Xna.Framework.Graphics.Texture2D",
[".jpg"] = "global::Microsoft.Xna.Framework.Graphics.Texture2D",
[".jpeg"] = "global::Microsoft.Xna.Framework.Graphics.Texture2D",
[".bmp"] = "global::Microsoft.Xna.Framework.Graphics.Texture2D",
[".ttf"] = "global::FontStashSharp.FontSystem",
[".otf"] = "global::FontStashSharp.FontSystem",
[".wav"] = "global::Microsoft.Xna.Framework.Audio.SoundEffect",
[".ogg"] = "global::MrGameEng.Core.MusicTrack",
[".mgfx"] = "global::Microsoft.Xna.Framework.Graphics.Effect",
};
/// <inheritdoc />
public void Initialize(IncrementalGeneratorInitializationContext context)
{
var options = context.AnalyzerConfigOptionsProvider.Select(static (provider, _) =>
{
provider.GlobalOptions.TryGetValue("build_property.RootNamespace", out var ns);
provider.GlobalOptions.TryGetValue("build_property.MrGameEngAssetsClassName", out var className);
return (
Namespace: string.IsNullOrEmpty(ns) ? "Game" : ns!,
ClassName: string.IsNullOrEmpty(className) ? "GameAssets" : className!);
});
var assets = context.AdditionalTextsProvider
.Select(static (text, _) => ToAssetPath(text.Path))
.Where(static path => path is not null)
.Collect();
context.RegisterSourceOutput(assets.Combine(options), static (production, input) =>
production.AddSource("GameAssets.g.cs", SourceText.From(Emit(input.Left!, input.Right.Namespace, input.Right.ClassName), Encoding.UTF8)));
}
/// <summary>
/// Extracts the path relative to the "Assets" directory (forward slashes), or null when
/// the file is outside an Assets directory or has an unknown extension.
/// </summary>
internal static string? ToAssetPath(string fullPath)
{
var normalized = fullPath.Replace('\\', '/');
var marker = normalized.LastIndexOf("/Assets/", StringComparison.OrdinalIgnoreCase);
if (marker < 0)
{
return null;
}
var relative = normalized.Substring(marker + "/Assets/".Length);
var extension = Path.GetExtension(relative);
return TypeByExtension.ContainsKey(extension) ? relative : null;
}
private static string Emit(ImmutableArray<string?> paths, string ns, string className)
{
var root = new Node();
foreach (var path in paths.Sort(StringComparer.Ordinal))
{
var segments = path!.Split('/');
var node = root;
for (var i = 0; i < segments.Length - 1; i++)
{
node = node.Child(segments[i]);
}
node.Files.Add((segments[segments.Length - 1], path!));
}
var source = new StringBuilder();
source.AppendLine("// <auto-generated by MrGameEng.Assets.Generator />");
source.AppendLine($"namespace {ns};");
source.AppendLine();
source.AppendLine("/// <summary>Typed handles for every file under the Assets directory.</summary>");
source.AppendLine($"public static partial class {className}");
source.AppendLine("{");
EmitNode(source, root, indent: 1);
source.AppendLine("}");
return source.ToString();
}
private static void EmitNode(StringBuilder source, Node node, int indent)
{
var pad = new string(' ', indent * 4);
var usedNames = new HashSet<string>();
foreach (var (fileName, relativePath) in node.Files)
{
var type = TypeByExtension[Path.GetExtension(fileName)];
var name = Unique(usedNames, Identifier(Path.GetFileNameWithoutExtension(fileName)));
source.AppendLine($"{pad}/// <summary>{relativePath}</summary>");
source.AppendLine(
$"{pad}public static readonly global::MrGameEng.Assets.AssetRef<{type}> {name} = new(\"{relativePath}\");");
}
foreach (var pair in node.Children)
{
var name = Unique(usedNames, Identifier(pair.Key));
source.AppendLine($"{pad}/// <summary>{pair.Key}/</summary>");
source.AppendLine($"{pad}public static class {name}");
source.AppendLine($"{pad}{{");
EmitNode(source, pair.Value, indent + 1);
source.AppendLine($"{pad}}}");
}
}
/// <summary>Converts an arbitrary file or directory name to a PascalCase C# identifier.</summary>
internal static string Identifier(string name)
{
var result = new StringBuilder(name.Length);
var upperNext = true;
foreach (var c in name)
{
if (char.IsLetterOrDigit(c))
{
result.Append(upperNext ? char.ToUpperInvariant(c) : c);
upperNext = false;
}
else
{
upperNext = true;
}
}
if (result.Length == 0)
{
return "_";
}
if (char.IsDigit(result[0]))
{
result.Insert(0, '_');
}
return result.ToString();
}
private static string Unique(HashSet<string> used, string name)
{
var candidate = name;
var counter = 2;
while (!used.Add(candidate))
{
candidate = name + counter++;
}
return candidate;
}
private sealed class Node
{
public readonly SortedDictionary<string, Node> Children = new(StringComparer.Ordinal);
public readonly List<(string FileName, string RelativePath)> Files = [];
public Node Child(string name)
{
if (!Children.TryGetValue(name, out var child))
{
child = new Node();
Children.Add(name, child);
}
return child;
}
}
}
@@ -0,0 +1,18 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<IsRoslynComponent>true</IsRoslynComponent>
<EnforceExtendedAnalyzerRules>true</EnforceExtendedAnalyzerRules>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" PrivateAssets="all" />
<PackageReference Include="Microsoft.CodeAnalysis.Analyzers" PrivateAssets="all" />
</ItemGroup>
<ItemGroup>
<InternalsVisibleTo Include="MrGameEng.Assets.Generator.Tests" />
</ItemGroup>
</Project>
+131
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using FontStashSharp;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
namespace MrGameEng.Assets;
/// <summary>
/// Loads raw asset files at runtime (no content pipeline) by typed <see cref="AssetRef{T}"/>
/// handles, caches them by path and owns their lifetime. Built-in loaders:
/// <c>Texture2D</c> (png/jpg, premultiplied), <c>SoundEffect</c> (wav),
/// <c>FontSystem</c> (ttf via FontStashSharp), <c>Effect</c> (precompiled .mgfx),
/// <c>MusicTrack</c> (ogg, streamed by the audio module). Register custom loaders
/// with <see cref="RegisterLoader{T}"/>.
/// </summary>
public sealed class AssetManager : IDisposable
{
/// <summary>Absolute path of the asset root directory.</summary>
public string RootPath { get; }
private readonly EngineContext _context;
private readonly Dictionary<(Type Type, string Path), object> _cache = new();
private readonly Dictionary<Type, Func<AssetManager, string, object>> _loaders = new();
/// <summary>
/// Creates a manager reading from <paramref name="rootPath"/> (relative paths are resolved
/// against the executable directory; default "Assets").
/// </summary>
public AssetManager(EngineContext context, string rootPath = "Assets")
{
_context = context;
RootPath = Path.GetFullPath(rootPath, AppContext.BaseDirectory);
RegisterLoader((manager, path) => LoadTexture(manager._context, path));
RegisterLoader((_, path) => LoadSoundEffect(path));
RegisterLoader((_, path) => LoadFontSystem(path));
RegisterLoader((manager, path) => LoadEffect(manager._context, path));
RegisterLoader((_, path) => new MusicTrack(path));
}
/// <summary>Loads (or returns the cached) asset for <paramref name="asset"/>.</summary>
public T Load<T>(AssetRef<T> asset) where T : class
{
var key = (typeof(T), asset.Path);
if (_cache.TryGetValue(key, out var cached))
{
return (T)cached;
}
if (!_loaders.TryGetValue(typeof(T), out var loader))
{
throw new InvalidOperationException($"No asset loader registered for type {typeof(T)}.");
}
var fullPath = ResolvePath(asset.Path);
if (!File.Exists(fullPath))
{
throw new FileNotFoundException($"Asset '{asset.Path}' not found at '{fullPath}'.", fullPath);
}
var loaded = (T)loader(this, fullPath);
_cache.Add(key, loaded);
return loaded;
}
/// <summary>Removes one asset from the cache, disposing it if disposable.</summary>
public void Unload<T>(AssetRef<T> asset) where T : class
{
var key = (typeof(T), asset.Path);
if (_cache.Remove(key, out var value) && value is IDisposable disposable)
{
disposable.Dispose();
}
}
/// <summary>Replaces or adds the loader used for assets of type <typeparamref name="T"/>.</summary>
public void RegisterLoader<T>(Func<AssetManager, string, T> loader) where T : class =>
_loaders[typeof(T)] = loader;
/// <summary>Resolves an asset-relative path to an absolute file path.</summary>
public string ResolvePath(string relativePath) =>
Path.GetFullPath(Path.Combine(RootPath, relativePath));
/// <summary>Disposes every cached asset and clears the cache.</summary>
public void Dispose()
{
foreach (var value in _cache.Values)
{
(value as IDisposable)?.Dispose();
}
_cache.Clear();
}
private static Texture2D LoadTexture(EngineContext context, string path)
{
using var stream = File.OpenRead(path);
return Texture2D.FromStream(context.GraphicsDevice, stream, DefaultColorProcessors.PremultiplyAlpha);
}
private static SoundEffect LoadSoundEffect(string path)
{
using var stream = File.OpenRead(path);
return SoundEffect.FromStream(stream);
}
private static FontSystem LoadFontSystem(string path)
{
var fontSystem = new FontSystem();
fontSystem.AddFont(File.ReadAllBytes(path));
return fontSystem;
}
private static Effect LoadEffect(EngineContext context, string path) =>
new(context.GraphicsDevice, File.ReadAllBytes(path));
}
/// <summary>Wires the assets module into the engine.</summary>
public static class AssetsEngineExtensions
{
/// <summary>
/// Creates the <see cref="AssetManager"/> and registers it as a service.
/// Call once at startup (e.g. in the first scene's <c>OnLoad</c>).
/// </summary>
public static AssetManager UseAssets(this EngineContext context, string rootPath = "Assets")
{
var manager = new AssetManager(context, rootPath);
context.Services.Add(manager);
return manager;
}
}
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namespace MrGameEng.Assets;
/// <summary>
/// Typed handle to an asset: a path relative to the asset root plus the asset's runtime type.
/// Instances are produced by the <c>MrGameEng.Assets.Generator</c> source generator —
/// game code should never construct them from string literals.
/// </summary>
/// <typeparam name="T">Runtime type the asset loads into (e.g. <c>Texture2D</c>).</typeparam>
/// <param name="Path">Path relative to the asset root, with forward slashes.</param>
public readonly record struct AssetRef<T>(string Path) where T : class
{
/// <inheritdoc />
public override string ToString() => $"{typeof(T).Name}:{Path}";
}
@@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="FontStashSharp.MonoGame" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
</Project>
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using Microsoft.Xna.Framework.Audio;
using MrGameEng.Core;
namespace MrGameEng.Audio;
/// <summary>
/// Sound-effect playback with a module-level volume, plus the <see cref="Music"/> player.
/// Registered as a service via <c>context.UseAudio()</c>.
/// </summary>
public sealed class AudioManager : IDisposable
{
/// <summary>The streaming music player.</summary>
public MusicPlayer Music { get; } = new();
/// <summary>Volume multiplier applied to every sound effect, 0..1.</summary>
public float SoundVolume
{
get => _soundVolume;
set => _soundVolume = Math.Clamp(value, 0f, 1f);
}
private float _soundVolume = 1f;
/// <summary>Plays a sound effect (fire and forget).</summary>
/// <param name="sound">The loaded sound effect.</param>
/// <param name="volume">Per-play volume 0..1, multiplied with <see cref="SoundVolume"/>.</param>
/// <param name="pitch">Pitch offset in octaves, -1..1.</param>
/// <param name="pan">Stereo pan, -1 (left) .. 1 (right).</param>
public void Play(SoundEffect sound, float volume = 1f, float pitch = 0f, float pan = 0f) =>
sound.Play(Math.Clamp(volume, 0f, 1f) * _soundVolume, pitch, pan);
/// <inheritdoc />
public void Dispose() => Music.Dispose();
}
/// <summary>Wires the audio module into the engine.</summary>
public static class AudioEngineExtensions
{
/// <summary>Creates the <see cref="AudioManager"/> and registers it as a service. Call once at startup.</summary>
public static AudioManager UseAudio(this EngineContext context)
{
var manager = new AudioManager();
context.Services.Add(manager);
return manager;
}
}
@@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="NVorbis" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
</Project>
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using Microsoft.Xna.Framework.Audio;
using MrGameEng.Core;
using NVorbis;
namespace MrGameEng.Audio;
/// <summary>
/// Streams ogg music from disk through a <see cref="DynamicSoundEffectInstance"/> using NVorbis.
/// One track plays at a time; samples are decoded on demand in ~0.5 s buffers, so even long
/// tracks use almost no memory.
/// </summary>
public sealed class MusicPlayer : IDisposable
{
private const int BufferedSubmissions = 3;
private VorbisReader? _reader;
private DynamicSoundEffectInstance? _instance;
private float[] _sampleBuffer = [];
private byte[] _byteBuffer = [];
private bool _loop;
private float _volume = 1f;
/// <summary>Volume 0..1 applied to the playing and future tracks.</summary>
public float Volume
{
get => _volume;
set
{
_volume = Math.Clamp(value, 0f, 1f);
if (_instance is not null)
{
_instance.Volume = _volume;
}
}
}
/// <summary>True while a track is playing (not stopped or paused).</summary>
public bool IsPlaying => _instance?.State == SoundState.Playing;
/// <summary>Starts streaming <paramref name="track"/>, stopping the previous one.</summary>
public void Play(MusicTrack track, bool loop = true)
{
Stop();
_loop = loop;
_reader = new VorbisReader(track.FullPath);
// ~0.5 seconds of samples per submitted buffer.
var samplesPerBuffer = _reader.SampleRate * _reader.Channels / 2;
_sampleBuffer = new float[samplesPerBuffer];
_byteBuffer = new byte[samplesPerBuffer * 2];
_instance = new DynamicSoundEffectInstance(
_reader.SampleRate,
_reader.Channels == 1 ? AudioChannels.Mono : AudioChannels.Stereo)
{
Volume = _volume,
};
_instance.BufferNeeded += (_, _) => FillBuffers();
FillBuffers();
_instance.Play();
}
/// <summary>Pauses the current track.</summary>
public void Pause() => _instance?.Pause();
/// <summary>Resumes a paused track.</summary>
public void Resume() => _instance?.Resume();
/// <summary>Stops playback and releases the decoder.</summary>
public void Stop()
{
_instance?.Dispose();
_instance = null;
_reader?.Dispose();
_reader = null;
}
/// <inheritdoc />
public void Dispose() => Stop();
private void FillBuffers()
{
if (_instance is null || _reader is null)
{
return;
}
while (_instance.PendingBufferCount < BufferedSubmissions)
{
var read = _reader.ReadSamples(_sampleBuffer, 0, _sampleBuffer.Length);
if (read == 0)
{
if (!_loop)
{
return;
}
_reader.SamplePosition = 0;
continue;
}
for (var i = 0; i < read; i++)
{
var sample = (short)(Math.Clamp(_sampleBuffer[i], -1f, 1f) * short.MaxValue);
_byteBuffer[i * 2] = (byte)sample;
_byteBuffer[i * 2 + 1] = (byte)(sample >> 8);
}
_instance.SubmitBuffer(_byteBuffer, 0, read * 2);
}
}
}
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using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Core;
/// <summary>
/// Root object handed to scenes and systems: time, scene manager, services and graphics device.
/// Created by <see cref="GameHost"/>; can also be created standalone for headless tests.
/// </summary>
public sealed class EngineContext
{
/// <summary>Engine time service.</summary>
public GameClock Clock { get; } = new();
/// <summary>Scene manager owning the active scene.</summary>
public SceneManager Scenes { get; }
/// <summary>Registry of module services (input, audio, assets, …).</summary>
public ServiceRegistry Services { get; } = new();
/// <summary>
/// The graphics device. Available once the host is initialized;
/// throws when accessed in a headless context (unit tests).
/// </summary>
public GraphicsDevice GraphicsDevice =>
_graphicsDevice ?? throw new InvalidOperationException("GraphicsDevice is not available (headless context).");
/// <summary>True when a graphics device is attached.</summary>
public bool HasGraphicsDevice => _graphicsDevice is not null;
private GraphicsDevice? _graphicsDevice;
/// <summary>Creates a context. Games normally never create one themselves — <see cref="GameHost"/> does.</summary>
public EngineContext()
{
Scenes = new SceneManager(this);
}
internal void AttachGraphicsDevice(GraphicsDevice device) => _graphicsDevice = device;
}
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namespace MrGameEng.Core;
/// <summary>
/// Engine time service: per-frame delta, total elapsed time, time scaling and frame counter.
/// Advanced once per frame by <see cref="GameHost"/>.
/// </summary>
public sealed class GameClock
{
/// <summary>Seconds elapsed since the previous frame, multiplied by <see cref="TimeScale"/>.</summary>
public float DeltaTime { get; private set; }
/// <summary>Seconds elapsed since the previous frame, unaffected by <see cref="TimeScale"/>.</summary>
public float UnscaledDeltaTime { get; private set; }
/// <summary>Total scaled time in seconds since the game started.</summary>
public double TotalTime { get; private set; }
/// <summary>Total unscaled time in seconds since the game started.</summary>
public double UnscaledTotalTime { get; private set; }
/// <summary>Multiplier applied to <see cref="DeltaTime"/>. 0 pauses gameplay, 1 is real time. Never negative.</summary>
public float TimeScale
{
get => _timeScale;
set => _timeScale = value < 0f ? 0f : value;
}
/// <summary>Number of completed frames since the game started.</summary>
public long FrameCount { get; private set; }
private float _timeScale = 1f;
/// <summary>Advances the clock by one frame. Called by the host; games should not call this.</summary>
public void Advance(float unscaledDeltaSeconds)
{
UnscaledDeltaTime = unscaledDeltaSeconds;
DeltaTime = unscaledDeltaSeconds * _timeScale;
UnscaledTotalTime += unscaledDeltaSeconds;
TotalTime += DeltaTime;
FrameCount++;
}
}
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using Microsoft.Xna.Framework;
namespace MrGameEng.Core;
/// <summary>
/// The engine's game loop host. Wraps MonoGame's <see cref="Game"/>: owns the
/// <see cref="EngineContext"/>, advances the <see cref="GameClock"/> and drives the
/// active scene's update and draw phases.
/// </summary>
public class GameHost : Game
{
/// <summary>Engine context shared with scenes and systems.</summary>
public EngineContext Context { get; } = new();
/// <summary>The graphics device manager created by the host.</summary>
public GraphicsDeviceManager Graphics { get; }
private readonly GameHostOptions _options;
private readonly Scene _initialScene;
/// <summary>Creates a host that starts with <paramref name="initialScene"/>.</summary>
public GameHost(GameHostOptions options, Scene initialScene)
{
_options = options;
_initialScene = initialScene;
Graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = options.Width,
PreferredBackBufferHeight = options.Height,
IsFullScreen = options.Fullscreen,
SynchronizeWithVerticalRetrace = options.VSync,
};
IsMouseVisible = true;
IsFixedTimeStep = options.FixedTimeStep;
if (options.FixedTimeStep)
{
TargetElapsedTime = TimeSpan.FromSeconds(1.0 / options.TargetFps);
}
}
/// <inheritdoc />
protected override void Initialize()
{
Window.Title = _options.Title;
Window.AllowUserResizing = _options.AllowResizing;
Context.AttachGraphicsDevice(GraphicsDevice);
Context.Services.Add(Window);
base.Initialize();
Context.Scenes.Switch(_initialScene);
}
/// <inheritdoc />
protected override void Update(GameTime gameTime)
{
Context.Clock.Advance((float)gameTime.ElapsedGameTime.TotalSeconds);
Context.Scenes.Update(Context.Clock);
base.Update(gameTime);
}
/// <inheritdoc />
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(_options.ClearColor);
Context.Scenes.Draw(Context.Clock);
base.Draw(gameTime);
}
/// <inheritdoc />
protected override void OnExiting(object sender, ExitingEventArgs args)
{
Context.Scenes.Switch(null);
Context.Scenes.ApplyPending();
base.OnExiting(sender, args);
}
}
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using Microsoft.Xna.Framework;
namespace MrGameEng.Core;
/// <summary>Window and loop settings for <see cref="GameHost"/>.</summary>
public sealed class GameHostOptions
{
/// <summary>Window title.</summary>
public string Title { get; set; } = "MrGameEng";
/// <summary>Backbuffer width in pixels.</summary>
public int Width { get; set; } = 1280;
/// <summary>Backbuffer height in pixels.</summary>
public int Height { get; set; } = 720;
/// <summary>Borderless fullscreen instead of a window.</summary>
public bool Fullscreen { get; set; }
/// <summary>Synchronize presentation with the display's vertical retrace.</summary>
public bool VSync { get; set; } = true;
/// <summary>Run updates on a fixed timestep (<see cref="TargetFps"/>) instead of as fast as possible.</summary>
public bool FixedTimeStep { get; set; }
/// <summary>Target update rate when <see cref="FixedTimeStep"/> is enabled.</summary>
public int TargetFps { get; set; } = 60;
/// <summary>Color the backbuffer is cleared to each frame.</summary>
public Color ClearColor { get; set; } = Color.CornflowerBlue;
/// <summary>Allow the user to resize the window.</summary>
public bool AllowResizing { get; set; } = true;
}
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" />
<PackageReference Include="Friflo.Engine.ECS" />
</ItemGroup>
</Project>
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namespace MrGameEng.Core;
/// <summary>
/// An ogg music file reference. Resolved by the assets module; streamed from disk by the
/// audio module's <c>MusicPlayer</c> rather than loaded into memory.
/// </summary>
/// <param name="FullPath">Absolute path of the ogg file.</param>
public sealed record MusicTrack(string FullPath);
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using Friflo.Engine.ECS;
using Friflo.Engine.ECS.Systems;
namespace MrGameEng.Core;
/// <summary>
/// A scene owns its ECS world (<see cref="EntityStore"/>) and two system roots:
/// <see cref="UpdateSystems"/> for game logic and <see cref="DrawSystems"/> for rendering.
/// Override <see cref="OnLoad"/> to create entities and register systems.
/// </summary>
public abstract class Scene
{
/// <summary>The ECS world of this scene.</summary>
public EntityStore Store { get; } = new();
/// <summary>Systems executed every update tick, in registration order.</summary>
public SystemRoot UpdateSystems { get; }
/// <summary>Systems executed every draw tick, in registration order.</summary>
public SystemRoot DrawSystems { get; }
/// <summary>Engine context. Valid from <see cref="OnLoad"/> until <see cref="OnUnload"/>.</summary>
public EngineContext Context => _context ?? throw new InvalidOperationException("Scene is not loaded.");
/// <summary>True while the scene is the active, loaded scene.</summary>
public bool IsLoaded => _context is not null;
private EngineContext? _context;
/// <summary>Initializes the scene's ECS world and system roots.</summary>
protected Scene()
{
UpdateSystems = new SystemRoot(Store, "Update");
DrawSystems = new SystemRoot(Store, "Draw");
}
/// <summary>Called once when the scene becomes active: create entities, add systems.</summary>
protected abstract void OnLoad();
/// <summary>Called once when the scene is replaced or the game exits. Release scene resources here.</summary>
protected virtual void OnUnload() { }
/// <summary>Runs the update phase. Called by <see cref="SceneManager"/>.</summary>
public virtual void Update(GameClock clock) =>
UpdateSystems.Update(new UpdateTick(clock.DeltaTime, (float)clock.TotalTime));
/// <summary>Runs the draw phase. Called by <see cref="SceneManager"/>.</summary>
public virtual void Draw(GameClock clock) =>
DrawSystems.Update(new UpdateTick(clock.DeltaTime, (float)clock.TotalTime));
internal void Load(EngineContext context)
{
_context = context;
OnLoad();
}
internal void Unload()
{
OnUnload();
_context = null;
}
}
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namespace MrGameEng.Core;
/// <summary>
/// Owns the active <see cref="Scene"/>. Scene switches are deferred to the start of the
/// next update so a scene is never unloaded in the middle of its own frame.
/// </summary>
public sealed class SceneManager
{
/// <summary>The active scene, or null before the first switch is applied.</summary>
public Scene? Current { get; private set; }
private readonly EngineContext _context;
private Scene? _pending;
private bool _hasPending;
internal SceneManager(EngineContext context) => _context = context;
/// <summary>
/// Requests a switch to <paramref name="scene"/>. The current scene is unloaded and the new
/// one loaded at the start of the next update tick. Passing null unloads the current scene.
/// </summary>
public void Switch(Scene? scene)
{
_pending = scene;
_hasPending = true;
}
/// <summary>Applies a pending switch, then updates the active scene. Called by the host.</summary>
public void Update(GameClock clock)
{
ApplyPending();
Current?.Update(clock);
}
/// <summary>Draws the active scene. Called by the host.</summary>
public void Draw(GameClock clock) => Current?.Draw(clock);
internal void ApplyPending()
{
if (!_hasPending)
{
return;
}
_hasPending = false;
Current?.Unload();
Current = _pending;
_pending = null;
Current?.Load(_context);
}
}
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namespace MrGameEng.Core;
/// <summary>
/// Minimal service locator used by engine modules to expose their services
/// (input, audio, assets, …) to scenes and systems without coupling modules to each other.
/// </summary>
public sealed class ServiceRegistry
{
private readonly Dictionary<Type, object> _services = new();
/// <summary>Registers a service instance under type <typeparamref name="T"/>. Throws if already registered.</summary>
public void Add<T>(T service) where T : class
{
if (!_services.TryAdd(typeof(T), service))
{
throw new InvalidOperationException($"Service of type {typeof(T)} is already registered.");
}
}
/// <summary>Returns the registered service of type <typeparamref name="T"/>. Throws if missing.</summary>
public T Get<T>() where T : class
{
return _services.TryGetValue(typeof(T), out var service)
? (T)service
: throw new InvalidOperationException($"Service of type {typeof(T)} is not registered.");
}
/// <summary>Returns the registered service of type <typeparamref name="T"/> or null.</summary>
public T? GetOrDefault<T>() where T : class
{
return _services.TryGetValue(typeof(T), out var service) ? (T)service : null;
}
}
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using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
namespace MrGameEng.Graphics;
/// <summary>
/// Orthographic 2D camera component. The renderer uses the first entity that has this
/// component as the active camera. Create via the constructor — the struct default has zero zoom.
/// </summary>
public struct Camera : IComponent
{
/// <summary>World position the camera looks at (center of the view).</summary>
public Vector2 Position;
/// <summary>Zoom factor. 1 = one world unit per virtual pixel; 2 = twice as close.</summary>
public float Zoom;
/// <summary>Camera roll in radians, clockwise.</summary>
public float Rotation;
/// <summary>Optional world-bounds clamp: the view never leaves this rectangle (when it fits).</summary>
public RectF? Bounds;
/// <summary>Creates a camera centered at <paramref name="position"/>.</summary>
public Camera(Vector2 position, float zoom = 1f, float rotation = 0f, RectF? bounds = null)
{
Position = position;
Zoom = zoom;
Rotation = rotation;
Bounds = bounds;
}
}
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using Microsoft.Xna.Framework;
namespace MrGameEng.Graphics;
/// <summary>Maps physical screen pixels to virtual-resolution pixels (letterbox scaling).</summary>
public readonly record struct ViewportMapping(Vector2 Offset, float Scale)
{
/// <summary>Identity mapping (no letterbox).</summary>
public static readonly ViewportMapping Identity = new(Vector2.Zero, 1f);
}
/// <summary>Per-frame camera matrices and derived data, computed by <see cref="CameraMath"/>.</summary>
public readonly struct CameraState
{
/// <summary>World → virtual-screen transform of the active camera.</summary>
public required Matrix View { get; init; }
/// <summary>Virtual-screen → NDC orthographic projection.</summary>
public required Matrix Projection { get; init; }
/// <summary>Inverse of <see cref="View"/>.</summary>
public required Matrix InverseView { get; init; }
/// <summary>World-space rectangle visible through the camera; used for culling.</summary>
public required RectF CullRect { get; init; }
/// <summary>Virtual resolution width in pixels.</summary>
public required int VirtualWidth { get; init; }
/// <summary>Virtual resolution height in pixels.</summary>
public required int VirtualHeight { get; init; }
/// <summary>Physical-screen to virtual-pixel mapping.</summary>
public required ViewportMapping Mapping { get; init; }
/// <summary>Converts a physical screen point to world coordinates.</summary>
public Vector2 ScreenToWorld(Vector2 screen)
{
var virtualPoint = (screen - Mapping.Offset) / Mapping.Scale;
return Vector2.Transform(virtualPoint, InverseView);
}
/// <summary>Converts a world point to physical screen coordinates.</summary>
public Vector2 WorldToScreen(Vector2 world)
{
var virtualPoint = Vector2.Transform(world, View);
return virtualPoint * Mapping.Scale + Mapping.Offset;
}
}
/// <summary>Pure math for the orthographic 2D camera. Y axis points down, rotation is clockwise.</summary>
public static class CameraMath
{
/// <summary>Computes the full camera state for a frame.</summary>
public static CameraState Compute(in Camera camera, int virtualWidth, int virtualHeight, ViewportMapping mapping)
{
var zoom = camera.Zoom <= 0f ? 1f : camera.Zoom;
var position = ClampToBounds(camera, virtualWidth, virtualHeight, zoom);
var view =
Matrix.CreateTranslation(-position.X, -position.Y, 0f) *
Matrix.CreateRotationZ(-camera.Rotation) *
Matrix.CreateScale(zoom, zoom, 1f) *
Matrix.CreateTranslation(virtualWidth / 2f, virtualHeight / 2f, 0f);
var inverseView = Matrix.Invert(view);
return new CameraState
{
View = view,
Projection = Matrix.CreateOrthographicOffCenter(0f, virtualWidth, virtualHeight, 0f, 0f, 1f),
InverseView = inverseView,
CullRect = ComputeCullRect(inverseView, virtualWidth, virtualHeight),
VirtualWidth = virtualWidth,
VirtualHeight = virtualHeight,
Mapping = mapping,
};
}
/// <summary>
/// Computes the letterbox mapping that fits the virtual resolution into a physical
/// viewport, preserving aspect ratio and centering.
/// </summary>
public static ViewportMapping ComputeMapping(int screenWidth, int screenHeight, int virtualWidth, int virtualHeight)
{
var scale = MathF.Min((float)screenWidth / virtualWidth, (float)screenHeight / virtualHeight);
var offset = new Vector2(screenWidth - virtualWidth * scale, screenHeight - virtualHeight * scale) / 2f;
return new ViewportMapping(offset, scale);
}
private static Vector2 ClampToBounds(in Camera camera, int virtualWidth, int virtualHeight, float zoom)
{
if (camera.Bounds is not { } bounds)
{
return camera.Position;
}
// Clamp uses unrotated view extents; with camera roll the clamp is approximate.
var halfW = virtualWidth / (2f * zoom);
var halfH = virtualHeight / (2f * zoom);
return new Vector2(
ClampAxis(camera.Position.X, bounds.Left + halfW, bounds.Right - halfW),
ClampAxis(camera.Position.Y, bounds.Top + halfH, bounds.Bottom - halfH));
}
private static float ClampAxis(float value, float min, float max) =>
min > max ? (min + max) / 2f : Math.Clamp(value, min, max);
private static RectF ComputeCullRect(in Matrix inverseView, int virtualWidth, int virtualHeight)
{
var c0 = Vector2.Transform(Vector2.Zero, inverseView);
var c1 = Vector2.Transform(new Vector2(virtualWidth, 0f), inverseView);
var c2 = Vector2.Transform(new Vector2(0f, virtualHeight), inverseView);
var c3 = Vector2.Transform(new Vector2(virtualWidth, virtualHeight), inverseView);
var min = Vector2.Min(Vector2.Min(c0, c1), Vector2.Min(c2, c3));
var max = Vector2.Max(Vector2.Max(c0, c1), Vector2.Max(c2, c3));
return RectF.FromCorners(min, max);
}
}
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using Microsoft.Xna.Framework;
namespace MrGameEng.Graphics;
/// <summary>Conservative visibility tests used before sprites are written to the batcher.</summary>
public static class CullingMath
{
/// <summary>
/// Computes the world-space center and a conservative bounding-circle radius of a sprite
/// (valid for any rotation), given its transform, region size in pixels and origin.
/// </summary>
public static (Vector2 Center, float Radius) SpriteBoundingCircle(
in Transform2D transform, float regionWidth, float regionHeight, Vector2 origin)
{
var scaledW = regionWidth * transform.Scale.X;
var scaledH = regionHeight * transform.Scale.Y;
// Offset from the pivot (= transform.Position) to the sprite's geometric center.
var toCenter = new Vector2(
scaledW / 2f - origin.X * transform.Scale.X,
scaledH / 2f - origin.Y * transform.Scale.Y);
var (sin, cos) = MathF.SinCos(transform.Rotation);
var center = transform.Position + new Vector2(
toCenter.X * cos - toCenter.Y * sin,
toCenter.X * sin + toCenter.Y * cos);
var radius = 0.5f * MathF.Sqrt(scaledW * scaledW + scaledH * scaledH);
return (center, radius);
}
/// <summary>True when the circle overlaps the rectangle.</summary>
public static bool CircleIntersectsRect(Vector2 center, float radius, in RectF rect)
{
var nearestX = Math.Clamp(center.X, rect.Left, rect.Right);
var nearestY = Math.Clamp(center.Y, rect.Top, rect.Bottom);
var dx = center.X - nearestX;
var dy = center.Y - nearestY;
return dx * dx + dy * dy <= radius * radius;
}
}
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namespace MrGameEng.Graphics;
/// <summary>Compact identifier of a render layer. Obtained from <see cref="LayerRegistry.Register"/>.</summary>
public readonly record struct LayerId(byte Value)
{
/// <summary>The default layer (the first one registered).</summary>
public static readonly LayerId Default = new(0);
}
/// <summary>Coordinate space a layer is drawn in.</summary>
public enum LayerSpace
{
/// <summary>Drawn through the active camera's transform.</summary>
World,
/// <summary>Drawn in screen coordinates, ignoring the camera (HUD, UI). Never culled.</summary>
Screen,
}
/// <summary>How sprites are ordered within a layer.</summary>
public enum LayerSortMode
{
/// <summary>Order by the sprite's <see cref="Sprite.Depth"/> value (smaller = drawn first).</summary>
Depth,
/// <summary>Order by world Y position (top-down games: lower on screen = drawn in front).</summary>
YSort,
}
/// <summary>A registered render layer.</summary>
public sealed record RenderLayer(LayerId Id, string Name, LayerSpace Space, LayerSortMode SortMode);
/// <summary>
/// Registry of render layers. Layers are registered up front (typically when the renderer is
/// created) and drawn in registration order. Maximum 256 layers.
/// </summary>
public sealed class LayerRegistry
{
private readonly List<RenderLayer> _layers = [];
/// <summary>Creates a registry containing the built-in "Default" world layer.</summary>
public LayerRegistry() => Register("Default");
/// <summary>Number of registered layers.</summary>
public int Count => _layers.Count;
/// <summary>Registers a layer drawn after all previously registered ones.</summary>
public LayerId Register(string name, LayerSpace space = LayerSpace.World, LayerSortMode sortMode = LayerSortMode.Depth)
{
if (_layers.Count == 256)
{
throw new InvalidOperationException("Maximum number of render layers (256) reached.");
}
var id = new LayerId((byte)_layers.Count);
_layers.Add(new RenderLayer(id, name, space, sortMode));
return id;
}
/// <summary>Returns the layer with the given id.</summary>
public RenderLayer this[LayerId id] => _layers[id.Value];
}
@@ -0,0 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
</Project>
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using Microsoft.Xna.Framework;
namespace MrGameEng.Graphics;
/// <summary>Axis-aligned rectangle with float coordinates (MonoGame's <see cref="Rectangle"/> is int-only).</summary>
public readonly record struct RectF(float X, float Y, float Width, float Height)
{
/// <summary>Left edge.</summary>
public float Left => X;
/// <summary>Top edge.</summary>
public float Top => Y;
/// <summary>Right edge.</summary>
public float Right => X + Width;
/// <summary>Bottom edge.</summary>
public float Bottom => Y + Height;
/// <summary>Center point.</summary>
public Vector2 Center => new(X + Width / 2f, Y + Height / 2f);
/// <summary>Creates the smallest rectangle containing both corner points.</summary>
public static RectF FromCorners(Vector2 min, Vector2 max) =>
new(min.X, min.Y, max.X - min.X, max.Y - min.Y);
/// <summary>True when this rectangle and <paramref name="other"/> overlap.</summary>
public bool Intersects(in RectF other) =>
other.Left < Right && Left < other.Right && other.Top < Bottom && Top < other.Bottom;
/// <summary>True when the point lies inside the rectangle.</summary>
public bool Contains(Vector2 point) =>
point.X >= Left && point.X < Right && point.Y >= Top && point.Y < Bottom;
}
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using Friflo.Engine.ECS.Systems;
namespace MrGameEng.Graphics;
/// <summary>
/// First draw system: finds the active camera entity (the first one with a <see cref="Camera"/>
/// component) and begins the renderer frame. Without a camera entity a default camera showing
/// world origin at the top-left corner is used.
/// </summary>
public sealed class CameraSystem : QuerySystem<Camera>
{
private readonly Renderer2D _renderer;
/// <summary>Creates the system for <paramref name="renderer"/>.</summary>
public CameraSystem(Renderer2D renderer) => _renderer = renderer;
/// <inheritdoc />
protected override void OnUpdate()
{
foreach (var (cameras, _) in Query.Chunks)
{
if (cameras.Length > 0)
{
_renderer.BeginFrame(in cameras.Span[0]);
return;
}
}
_renderer.BeginFrameWithDefaultCamera();
}
}
/// <summary>Submits every entity that has both <see cref="Sprite"/> and <see cref="Transform2D"/>.</summary>
public sealed class SpriteRenderSystem : QuerySystem<Sprite, Transform2D>
{
private readonly Renderer2D _renderer;
/// <summary>Creates the system for <paramref name="renderer"/>.</summary>
public SpriteRenderSystem(Renderer2D renderer) => _renderer = renderer;
/// <inheritdoc />
protected override void OnUpdate()
{
foreach (var (sprites, transforms, _) in Query.Chunks)
{
var s = sprites.Span;
var t = transforms.Span;
for (var i = 0; i < s.Length; i++)
{
_renderer.Submit(in t[i], in s[i]);
}
}
}
}
/// <summary>Last draw system: sorts the frame and issues the draw calls.</summary>
public sealed class RenderFlushSystem : BaseSystem
{
private readonly Renderer2D _renderer;
/// <summary>Creates the system for <paramref name="renderer"/>.</summary>
public RenderFlushSystem(Renderer2D renderer) => _renderer = renderer;
/// <inheritdoc />
protected override void OnUpdateGroup() => _renderer.EndFrame();
}
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Graphics;
/// <summary>
/// The engine's 2D renderer: a sprite batcher over dynamic vertex buffers.
/// Per frame: <see cref="BeginFrame"/> (camera) → <see cref="Submit"/> per sprite (with culling)
/// → <see cref="EndFrame"/> (sort layer → depth → texture, build vertices, issue draw calls).
/// Registered as a service; scenes attach it via <c>scene.UseRenderer2D()</c>.
/// </summary>
public sealed class Renderer2D : IDisposable
{
private const int MaxQuadsPerDraw = 8192;
/// <summary>Render layer registry. Register layers before the first frame.</summary>
public LayerRegistry Layers { get; } = new();
/// <summary>Camera state of the current frame. Valid between BeginFrame and the next BeginFrame.</summary>
public CameraState Camera { get; private set; }
/// <summary>Draw calls issued by the last <see cref="EndFrame"/>.</summary>
public int DrawCalls { get; private set; }
/// <summary>Sprites accepted by <see cref="Submit"/> this frame.</summary>
public int SubmittedSprites { get; private set; }
/// <summary>Sprites rejected by culling this frame.</summary>
public int CulledSprites { get; private set; }
private readonly GraphicsDevice _device;
private readonly Renderer2DOptions _options;
private readonly SpriteBatcher _batcher;
private readonly BasicEffect _effect;
private readonly IndexBuffer _indexBuffer;
private DynamicVertexBuffer _vertexBuffer;
private VertexPositionColorTexture[] _vertices;
private CameraState _screenCamera;
private bool _begun;
/// <summary>Creates the renderer. One instance per game is enough.</summary>
public Renderer2D(GraphicsDevice device, Renderer2DOptions? options = null)
{
_device = device;
_options = options ?? new Renderer2DOptions();
_batcher = new SpriteBatcher(_options.InitialCapacity);
_vertices = new VertexPositionColorTexture[_options.InitialCapacity * 4];
_vertexBuffer = new DynamicVertexBuffer(
device, VertexPositionColorTexture.VertexDeclaration, _vertices.Length, BufferUsage.WriteOnly);
_effect = new BasicEffect(device)
{
TextureEnabled = true,
VertexColorEnabled = true,
World = Matrix.Identity,
};
_indexBuffer = CreateQuadIndexBuffer(device);
}
/// <summary>Begins a frame with the given camera. Called by <see cref="CameraSystem"/>.</summary>
public void BeginFrame(in Camera camera)
{
var (virtualW, virtualH, mapping) = ResolveVirtualResolution();
Camera = CameraMath.Compute(camera, virtualW, virtualH, mapping);
_screenCamera = CameraMath.Compute(
new Camera(new Vector2(virtualW / 2f, virtualH / 2f)), virtualW, virtualH, mapping);
_batcher.Clear();
SubmittedSprites = 0;
CulledSprites = 0;
_begun = true;
}
/// <summary>
/// Begins a frame with a default camera that shows the world origin at the top-left
/// corner of the screen. Used when the scene has no camera entity.
/// </summary>
public void BeginFrameWithDefaultCamera()
{
var (virtualW, virtualH, _) = ResolveVirtualResolution();
var camera = new Camera(new Vector2(virtualW / 2f, virtualH / 2f));
BeginFrame(in camera);
}
/// <summary>Submits one sprite. Invisible sprites (outside the camera) are culled here.</summary>
public void Submit(in Transform2D transform, in Sprite sprite)
{
if (!_begun)
{
throw new InvalidOperationException("Submit called outside BeginFrame/EndFrame (is CameraSystem registered first?).");
}
if (sprite.Region is not { } region)
{
return;
}
var layer = Layers[sprite.Layer];
var (center, radius) = CullingMath.SpriteBoundingCircle(transform, region.Width, region.Height, sprite.Origin);
if (layer.Space == LayerSpace.World &&
!CullingMath.CircleIntersectsRect(center, radius, Camera.CullRect))
{
CulledSprites++;
return;
}
var depth = layer.SortMode == LayerSortMode.YSort ? center.Y : sprite.Depth;
_batcher.Submit(
new SpriteInstance
{
Region = region,
Center = center,
HalfSize = new Vector2(region.Width * transform.Scale.X, region.Height * transform.Scale.Y) / 2f,
Rotation = transform.Rotation,
Color = sprite.Color,
Flip = sprite.Flip,
Layer = sprite.Layer.Value,
},
SpriteSortKey.Make(sprite.Layer.Value, depth, region.TextureSortKey));
SubmittedSprites++;
}
/// <summary>Sorts, builds vertices and issues draw calls. Called by <see cref="RenderFlushSystem"/>.</summary>
public void EndFrame()
{
if (!_begun)
{
throw new InvalidOperationException("EndFrame called without BeginFrame.");
}
_begun = false;
DrawCalls = 0;
var order = _batcher.Sort();
if (order.Length == 0)
{
return;
}
EnsureVertexCapacity(order.Length * 4);
BuildVertices(order);
_vertexBuffer.SetData(_vertices, 0, order.Length * 4, SetDataOptions.Discard);
_device.BlendState = BlendState.AlphaBlend;
_device.SamplerStates[0] = _options.Sampler;
_device.DepthStencilState = DepthStencilState.None;
_device.RasterizerState = RasterizerState.CullNone;
_device.SetVertexBuffer(_vertexBuffer);
_device.Indices = _indexBuffer;
DrawBatches(order);
}
/// <summary>Converts a physical screen point to world coordinates using the current camera.</summary>
public Vector2 ScreenToWorld(Vector2 screen) => Camera.ScreenToWorld(screen);
/// <summary>Converts a world point to physical screen coordinates using the current camera.</summary>
public Vector2 WorldToScreen(Vector2 world) => Camera.WorldToScreen(world);
/// <inheritdoc />
public void Dispose()
{
_effect.Dispose();
_vertexBuffer.Dispose();
_indexBuffer.Dispose();
}
private (int Width, int Height, ViewportMapping Mapping) ResolveVirtualResolution()
{
var viewport = _device.Viewport;
if (_options.VirtualResolution is not { } virtualSize)
{
return (viewport.Width, viewport.Height, ViewportMapping.Identity);
}
return (virtualSize.X, virtualSize.Y,
CameraMath.ComputeMapping(viewport.Width, viewport.Height, virtualSize.X, virtualSize.Y));
}
private void BuildVertices(ReadOnlySpan<int> order)
{
for (var i = 0; i < order.Length; i++)
{
ref readonly var instance = ref _batcher[order[i]];
var bounds = instance.Region.Bounds;
var texture = instance.Region.Texture;
var u0 = bounds.X / (float)texture.Width;
var v0 = bounds.Y / (float)texture.Height;
var u1 = (bounds.X + bounds.Width) / (float)texture.Width;
var v1 = (bounds.Y + bounds.Height) / (float)texture.Height;
if ((instance.Flip & SpriteFlip.X) != 0)
{
(u0, u1) = (u1, u0);
}
if ((instance.Flip & SpriteFlip.Y) != 0)
{
(v0, v1) = (v1, v0);
}
var (sin, cos) = MathF.SinCos(instance.Rotation);
var rx = new Vector2(instance.HalfSize.X * cos, instance.HalfSize.X * sin);
var ry = new Vector2(-instance.HalfSize.Y * sin, instance.HalfSize.Y * cos);
var center = instance.Center;
var vertex = i * 4;
_vertices[vertex + 0] = Vertex(center - rx - ry, instance.Color, u0, v0);
_vertices[vertex + 1] = Vertex(center + rx - ry, instance.Color, u1, v0);
_vertices[vertex + 2] = Vertex(center - rx + ry, instance.Color, u0, v1);
_vertices[vertex + 3] = Vertex(center + rx + ry, instance.Color, u1, v1);
}
}
private void DrawBatches(ReadOnlySpan<int> order)
{
var batchStart = 0;
ref readonly var first = ref _batcher[order[0]];
var currentTexture = first.Region.Texture;
var currentLayer = first.Layer;
ApplyLayerMatrices(currentLayer);
for (var i = 1; i <= order.Length; i++)
{
Texture2D? texture = null;
byte layer = 0;
if (i < order.Length)
{
ref readonly var instance = ref _batcher[order[i]];
texture = instance.Region.Texture;
layer = instance.Layer;
if (ReferenceEquals(texture, currentTexture) && layer == currentLayer)
{
continue;
}
}
DrawRange(currentTexture, batchStart, i - batchStart);
batchStart = i;
if (i < order.Length)
{
currentTexture = texture!;
if (layer != currentLayer)
{
currentLayer = layer;
ApplyLayerMatrices(currentLayer);
}
}
}
}
private void ApplyLayerMatrices(byte layer)
{
var state = Layers[new LayerId(layer)].Space == LayerSpace.Screen ? _screenCamera : Camera;
_effect.View = state.View;
_effect.Projection = state.Projection;
}
private void DrawRange(Texture2D texture, int firstQuad, int quadCount)
{
_effect.Texture = texture;
while (quadCount > 0)
{
var quads = Math.Min(quadCount, MaxQuadsPerDraw);
foreach (var pass in _effect.CurrentTechnique.Passes)
{
pass.Apply();
_device.DrawIndexedPrimitives(PrimitiveType.TriangleList, firstQuad * 4, 0, quads * 2);
DrawCalls++;
}
firstQuad += quads;
quadCount -= quads;
}
}
private void EnsureVertexCapacity(int vertexCount)
{
if (_vertices.Length >= vertexCount)
{
return;
}
var capacity = _vertices.Length;
while (capacity < vertexCount)
{
capacity *= 2;
}
_vertices = new VertexPositionColorTexture[capacity];
_vertexBuffer.Dispose();
_vertexBuffer = new DynamicVertexBuffer(
_device, VertexPositionColorTexture.VertexDeclaration, capacity, BufferUsage.WriteOnly);
}
private static VertexPositionColorTexture Vertex(Vector2 position, Color color, float u, float v) =>
new(new Vector3(position, 0f), color, new Vector2(u, v));
private static IndexBuffer CreateQuadIndexBuffer(GraphicsDevice device)
{
var indices = new ushort[MaxQuadsPerDraw * 6];
for (var quad = 0; quad < MaxQuadsPerDraw; quad++)
{
var vertex = quad * 4;
var index = quad * 6;
indices[index + 0] = (ushort)(vertex + 0);
indices[index + 1] = (ushort)(vertex + 1);
indices[index + 2] = (ushort)(vertex + 2);
indices[index + 3] = (ushort)(vertex + 2);
indices[index + 4] = (ushort)(vertex + 1);
indices[index + 5] = (ushort)(vertex + 3);
}
var buffer = new IndexBuffer(device, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
buffer.SetData(indices);
return buffer;
}
}
@@ -0,0 +1,20 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Graphics;
/// <summary>Configuration of <see cref="Renderer2D"/>.</summary>
public sealed class Renderer2DOptions
{
/// <summary>
/// Fixed virtual resolution. When set, the world is rendered at this resolution and
/// letterbox-scaled to the window. When null, the backbuffer size is used directly.
/// </summary>
public Point? VirtualResolution { get; set; }
/// <summary>Texture sampling. Defaults to <see cref="SamplerState.PointClamp"/> (crisp pixel art).</summary>
public SamplerState Sampler { get; set; } = SamplerState.PointClamp;
/// <summary>Initial sprite capacity of the batcher; grows automatically.</summary>
public int InitialCapacity { get; set; } = 2048;
}
@@ -0,0 +1,40 @@
using Friflo.Engine.ECS.Systems;
using MrGameEng.Core;
namespace MrGameEng.Graphics;
/// <summary>Wires the graphics module into a <see cref="Scene"/>.</summary>
public static class SceneGraphicsExtensions
{
/// <summary>
/// Attaches the 2D renderer to the scene: registers <see cref="CameraSystem"/>,
/// <see cref="SpriteRenderSystem"/>, any <paramref name="extraDrawSystems"/> and finally
/// <see cref="RenderFlushSystem"/> in the draw phase. The <see cref="Renderer2D"/> service
/// is created on first use and shared between scenes. Call from <c>OnLoad</c>.
/// </summary>
public static Renderer2D UseRenderer2D(
this Scene scene, Renderer2DOptions? options = null, params BaseSystem[] extraDrawSystems)
{
var services = scene.Context.Services;
var renderer = services.GetOrDefault<Renderer2D>();
if (renderer is null)
{
renderer = new Renderer2D(scene.Context.GraphicsDevice, options);
services.Add(renderer);
}
scene.DrawSystems.Add(new CameraSystem(renderer));
scene.DrawSystems.Add(new SpriteRenderSystem(renderer));
foreach (var system in extraDrawSystems)
{
scene.DrawSystems.Add(system);
}
scene.DrawSystems.Add(new RenderFlushSystem(renderer));
return renderer;
}
/// <summary>Adds <see cref="SpriteAnimationSystem"/> to the scene's update phase. Call from <c>OnLoad</c>.</summary>
public static void UseSpriteAnimation(this Scene scene) =>
scene.UpdateSystems.Add(new SpriteAnimationSystem());
}
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using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
namespace MrGameEng.Graphics;
/// <summary>Horizontal / vertical mirroring of a sprite.</summary>
[Flags]
public enum SpriteFlip : byte
{
/// <summary>No mirroring.</summary>
None = 0,
/// <summary>Mirror horizontally.</summary>
X = 1,
/// <summary>Mirror vertically.</summary>
Y = 2,
}
/// <summary>
/// Sprite component: a texture region plus tint, origin, layer and depth.
/// Create via the constructor — the struct default has no region and a transparent tint.
/// </summary>
public struct Sprite : IComponent
{
/// <summary>The texture region to draw.</summary>
public Texture2DRegion? Region;
/// <summary>Tint color, multiplied with the texture. White = unmodified.</summary>
public Color Color;
/// <summary>
/// Pivot in region pixels, measured from the region's top-left corner. The sprite is
/// positioned, rotated and scaled around this point.
/// </summary>
public Vector2 Origin;
/// <summary>The render layer this sprite belongs to.</summary>
public LayerId Layer;
/// <summary>Draw order within the layer (smaller = drawn first / behind). Ignored on Y-sort layers.</summary>
public float Depth;
/// <summary>Mirroring flags.</summary>
public SpriteFlip Flip;
/// <summary>Creates a sprite on the given layer with a white tint and top-left origin.</summary>
public Sprite(Texture2DRegion region, LayerId layer = default)
{
Region = region;
Color = Color.White;
Origin = Vector2.Zero;
Layer = layer;
Depth = 0f;
Flip = SpriteFlip.None;
}
/// <summary>Sets <see cref="Origin"/> to the center of the region.</summary>
public void CenterOrigin()
{
if (Region is not null)
{
Origin = new Vector2(Region.Width / 2f, Region.Height / 2f);
}
}
}
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using Friflo.Engine.ECS;
using Friflo.Engine.ECS.Systems;
namespace MrGameEng.Graphics;
/// <summary>A frame-by-frame sprite animation: an ordered list of texture regions played at a fixed rate.</summary>
public sealed class SpriteAnimationClip
{
/// <summary>Animation frames in play order. Never empty.</summary>
public IReadOnlyList<Texture2DRegion> Frames { get; }
/// <summary>Playback rate in frames per second.</summary>
public float FramesPerSecond { get; }
/// <summary>Restart from the first frame after the last one.</summary>
public bool Loop { get; }
/// <summary>Total clip duration in seconds.</summary>
public float Duration => Frames.Count / FramesPerSecond;
/// <summary>Creates a clip.</summary>
public SpriteAnimationClip(IReadOnlyList<Texture2DRegion> frames, float framesPerSecond = 12f, bool loop = true)
{
if (frames.Count == 0)
{
throw new ArgumentException("An animation clip needs at least one frame.", nameof(frames));
}
Frames = frames;
FramesPerSecond = framesPerSecond;
Loop = loop;
}
/// <summary>Returns the frame shown at <paramref name="time"/> seconds into the clip.</summary>
public Texture2DRegion FrameAt(float time)
{
var frame = (int)(time * FramesPerSecond);
if (Loop)
{
frame = ((frame % Frames.Count) + Frames.Count) % Frames.Count;
}
else
{
frame = Math.Clamp(frame, 0, Frames.Count - 1);
}
return Frames[frame];
}
}
/// <summary>
/// Plays a <see cref="SpriteAnimationClip"/> on the entity's <see cref="Sprite"/>.
/// Create via the constructor — the struct default has no clip and zero speed.
/// </summary>
public struct SpriteAnimator : IComponent
{
/// <summary>The clip being played; null = nothing to play.</summary>
public SpriteAnimationClip? Clip;
/// <summary>Playback position in seconds.</summary>
public float Time;
/// <summary>Playback speed multiplier. 1 = normal.</summary>
public float Speed;
/// <summary>False pauses playback.</summary>
public bool Playing;
/// <summary>Starts playing <paramref name="clip"/> from the beginning.</summary>
public SpriteAnimator(SpriteAnimationClip clip)
{
Clip = clip;
Time = 0f;
Speed = 1f;
Playing = true;
}
/// <summary>Switches to <paramref name="clip"/> and restarts unless it is already playing.</summary>
public void Play(SpriteAnimationClip clip)
{
if (ReferenceEquals(Clip, clip) && Playing)
{
return;
}
Clip = clip;
Time = 0f;
Playing = true;
}
}
/// <summary>
/// Update-phase system advancing all <see cref="SpriteAnimator"/>s and writing the current
/// frame into the entity's <see cref="Sprite.Region"/>.
/// </summary>
public sealed class SpriteAnimationSystem : QuerySystem<Sprite, SpriteAnimator>
{
/// <inheritdoc />
protected override void OnUpdate()
{
var delta = Tick.deltaTime;
foreach (var (sprites, animators, _) in Query.Chunks)
{
var s = sprites.Span;
var a = animators.Span;
for (var i = 0; i < s.Length; i++)
{
ref var animator = ref a[i];
if (!animator.Playing || animator.Clip is not { } clip)
{
continue;
}
animator.Time += delta * animator.Speed;
if (!clip.Loop && animator.Time >= clip.Duration)
{
animator.Time = clip.Duration;
animator.Playing = false;
}
s[i].Region = clip.FrameAt(animator.Time);
}
}
}
}
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using Microsoft.Xna.Framework;
namespace MrGameEng.Graphics;
/// <summary>One sprite queued for rendering this frame.</summary>
public struct SpriteInstance
{
/// <summary>Texture region to draw. Never null for submitted instances.</summary>
public Texture2DRegion Region;
/// <summary>World-space (or screen-space) center of the quad.</summary>
public Vector2 Center;
/// <summary>Half extents after scaling, in pixels. May be negative for negative scale.</summary>
public Vector2 HalfSize;
/// <summary>Rotation in radians, clockwise.</summary>
public float Rotation;
/// <summary>Tint color.</summary>
public Color Color;
/// <summary>Mirroring flags.</summary>
public SpriteFlip Flip;
/// <summary>Render layer the instance belongs to.</summary>
public byte Layer;
}
/// <summary>
/// CPU side of the renderer: collects <see cref="SpriteInstance"/>s with their sort keys
/// and orders them layer → depth → texture. Allocation-free after warm-up
/// (arrays grow geometrically and are reused across frames).
/// </summary>
public sealed class SpriteBatcher
{
private SpriteInstance[] _instances;
private ulong[] _keys;
private int[] _order;
private int _count;
/// <summary>Creates a batcher with the given initial capacity.</summary>
public SpriteBatcher(int initialCapacity = 2048)
{
_instances = new SpriteInstance[initialCapacity];
_keys = new ulong[initialCapacity];
_order = new int[initialCapacity];
}
/// <summary>Number of sprites submitted this frame.</summary>
public int Count => _count;
/// <summary>Queues one sprite.</summary>
public void Submit(in SpriteInstance instance, ulong sortKey)
{
if (_count == _instances.Length)
{
Grow();
}
_instances[_count] = instance;
_keys[_count] = sortKey;
_count++;
}
/// <summary>
/// Sorts all submitted sprites and returns their indices in draw order.
/// Valid until the next <see cref="Clear"/>.
/// </summary>
public ReadOnlySpan<int> Sort()
{
for (var i = 0; i < _count; i++)
{
_order[i] = i;
}
Array.Sort(_keys, _order, 0, _count);
return _order.AsSpan(0, _count);
}
/// <summary>Returns the instance at <paramref name="index"/> (an index from <see cref="Sort"/>).</summary>
public ref readonly SpriteInstance this[int index] => ref _instances[index];
/// <summary>Resets the batcher for the next frame. Keeps allocated capacity.</summary>
public void Clear() => _count = 0;
private void Grow()
{
var capacity = _instances.Length * 2;
Array.Resize(ref _instances, capacity);
Array.Resize(ref _keys, capacity);
Array.Resize(ref _order, capacity);
}
}
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namespace MrGameEng.Graphics;
/// <summary>
/// Builds the 64-bit sort key the batcher orders sprites by:
/// layer (8 bits) → depth (32 bits) → texture (24 bits).
/// Texture bits only group equal textures for batching; collisions are harmless.
/// </summary>
public static class SpriteSortKey
{
/// <summary>Composes a sort key from layer, depth and texture grouping key.</summary>
public static ulong Make(byte layer, float depth, int textureKey) =>
((ulong)layer << 56) | ((ulong)DepthToSortableBits(depth) << 24) | ((uint)textureKey & 0xFF_FFFF);
/// <summary>
/// Maps a float to bits whose unsigned order matches the float order
/// (negative depths sort before positive ones).
/// </summary>
public static uint DepthToSortableBits(float depth)
{
var bits = BitConverter.SingleToUInt32Bits(depth);
return (bits & 0x8000_0000) != 0 ? ~bits : bits | 0x8000_0000;
}
}
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Graphics;
/// <summary>
/// A rectangular region of a texture — the unit sprites are drawn from. A standalone texture
/// is a region covering the whole texture; texture atlases hand out one region per sprite,
/// and sprites sharing an atlas batch into a single draw call automatically.
/// </summary>
public sealed class Texture2DRegion
{
/// <summary>The texture this region belongs to.</summary>
public Texture2D Texture { get; }
/// <summary>Region bounds in texture pixels.</summary>
public Rectangle Bounds { get; }
/// <summary>Region width in pixels.</summary>
public int Width => Bounds.Width;
/// <summary>Region height in pixels.</summary>
public int Height => Bounds.Height;
internal readonly int TextureSortKey;
/// <summary>Creates a region covering part of <paramref name="texture"/>.</summary>
public Texture2DRegion(Texture2D texture, Rectangle bounds)
{
Texture = texture;
Bounds = bounds;
TextureSortKey = System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(texture);
}
/// <summary>Creates a region covering the whole <paramref name="texture"/>.</summary>
public Texture2DRegion(Texture2D texture)
: this(texture, new Rectangle(0, 0, texture.Width, texture.Height))
{
}
}
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using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
namespace MrGameEng.Graphics;
/// <summary>
/// 2D transform component: position (world units = pixels), rotation (radians, clockwise
/// in the engine's y-down coordinate system) and per-axis scale.
/// Create via <see cref="At"/> or the constructor — the struct default has zero scale.
/// </summary>
public struct Transform2D : IComponent
{
/// <summary>World position in pixels.</summary>
public Vector2 Position;
/// <summary>Rotation in radians, clockwise (y-down).</summary>
public float Rotation;
/// <summary>Per-axis scale. 1 is unscaled.</summary>
public Vector2 Scale;
/// <summary>Creates a transform with the given position, rotation and scale.</summary>
public Transform2D(Vector2 position, float rotation = 0f, Vector2? scale = null)
{
Position = position;
Rotation = rotation;
Scale = scale ?? Vector2.One;
}
/// <summary>Creates an unrotated, unscaled transform at <paramref name="position"/>.</summary>
public static Transform2D At(Vector2 position) => new(position);
}
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using Microsoft.Xna.Framework.Input;
namespace MrGameEng.Input;
/// <summary>
/// Maps game actions (an enum) to any number of physical bindings: keys, mouse buttons or
/// gamepad buttons. Query by action instead of device, rebind at runtime.
/// </summary>
/// <typeparam name="TAction">Enum (or any value) identifying the game's actions.</typeparam>
public sealed class ActionMap<TAction> where TAction : notnull
{
private readonly InputManager _input;
private readonly Dictionary<TAction, List<Binding>> _bindings = new();
private readonly record struct Binding(Keys? Key, MouseButton? Mouse, Buttons? GamePad);
/// <summary>Creates an action map querying <paramref name="input"/>.</summary>
public ActionMap(InputManager input) => _input = input;
/// <summary>Adds a keyboard binding for <paramref name="action"/>.</summary>
public ActionMap<TAction> Bind(TAction action, Keys key) => Add(action, new Binding(key, null, null));
/// <summary>Adds a mouse-button binding for <paramref name="action"/>.</summary>
public ActionMap<TAction> Bind(TAction action, MouseButton button) => Add(action, new Binding(null, button, null));
/// <summary>Adds a gamepad-button binding for <paramref name="action"/>.</summary>
public ActionMap<TAction> Bind(TAction action, Buttons button) => Add(action, new Binding(null, null, button));
/// <summary>Removes every binding of <paramref name="action"/> (for rebinding).</summary>
public void Unbind(TAction action) => _bindings.Remove(action);
/// <summary>True while any binding of the action is held down.</summary>
public bool IsDown(TAction action) => Any(action,
static (input, b) =>
(b.Key is { } k && input.IsKeyDown(k)) ||
(b.Mouse is { } m && input.IsMouseDown(m)) ||
(b.GamePad is { } g && input.IsButtonDown(g)));
/// <summary>True only on the frame any binding of the action went down.</summary>
public bool IsPressed(TAction action) => Any(action,
static (input, b) =>
(b.Key is { } k && input.IsKeyPressed(k)) ||
(b.Mouse is { } m && input.IsMousePressed(m)) ||
(b.GamePad is { } g && input.IsButtonPressed(g)));
/// <summary>True only on the frame any binding of the action went up.</summary>
public bool IsReleased(TAction action) => Any(action,
static (input, b) =>
(b.Key is { } k && input.IsKeyReleased(k)) ||
(b.Mouse is { } m && input.IsMouseReleased(m)) ||
(b.GamePad is { } g && input.IsButtonReleased(g)));
/// <summary>Composes -1/0/+1 from two digital actions (e.g. move left / move right).</summary>
public float GetAxis(TAction negative, TAction positive) =>
(IsDown(positive) ? 1f : 0f) - (IsDown(negative) ? 1f : 0f);
private ActionMap<TAction> Add(TAction action, Binding binding)
{
if (!_bindings.TryGetValue(action, out var list))
{
list = [];
_bindings.Add(action, list);
}
list.Add(binding);
return this;
}
private bool Any(TAction action, Func<InputManager, Binding, bool> predicate)
{
if (!_bindings.TryGetValue(action, out var list))
{
return false;
}
foreach (var binding in list)
{
if (predicate(_input, binding))
{
return true;
}
}
return false;
}
}
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace MrGameEng.Input;
/// <summary>Mouse buttons addressable through <see cref="InputManager"/>.</summary>
public enum MouseButton
{
/// <summary>Left button.</summary>
Left,
/// <summary>Right button.</summary>
Right,
/// <summary>Middle button (wheel click).</summary>
Middle,
}
/// <summary>
/// Polls keyboard, mouse and gamepad once per frame and keeps the previous frame's state,
/// enabling edge queries (<c>Pressed</c> = went down this frame, <c>Released</c> = went up).
/// Registered as a service by <c>scene.UseInput()</c>; polled by <see cref="InputSystem"/>
/// at the start of the update phase.
/// </summary>
public sealed class InputManager
{
private KeyboardState _keyboard;
private KeyboardState _previousKeyboard;
private MouseState _mouse;
private MouseState _previousMouse;
private GamePadState _gamePad;
private GamePadState _previousGamePad;
/// <summary>Polls all devices. Called once per frame by <see cref="InputSystem"/>.</summary>
public void Update() => Apply(
Keyboard.GetState(),
Mouse.GetState(),
GamePad.GetState(PlayerIndex.One));
internal void Apply(KeyboardState keyboard, MouseState mouse, GamePadState gamePad)
{
_previousKeyboard = _keyboard;
_previousMouse = _mouse;
_previousGamePad = _gamePad;
_keyboard = keyboard;
_mouse = mouse;
_gamePad = gamePad;
}
/// <summary>True while the key is held down.</summary>
public bool IsKeyDown(Keys key) => _keyboard.IsKeyDown(key);
/// <summary>True only on the frame the key went down.</summary>
public bool IsKeyPressed(Keys key) => _keyboard.IsKeyDown(key) && _previousKeyboard.IsKeyUp(key);
/// <summary>True only on the frame the key went up.</summary>
public bool IsKeyReleased(Keys key) => _keyboard.IsKeyUp(key) && _previousKeyboard.IsKeyDown(key);
/// <summary>Mouse cursor position in window pixels.</summary>
public Point MousePosition => _mouse.Position;
/// <summary>Cursor movement since the previous frame.</summary>
public Point MouseDelta => _mouse.Position - _previousMouse.Position;
/// <summary>Scroll wheel change since the previous frame (positive = up).</summary>
public int WheelDelta => _mouse.ScrollWheelValue - _previousMouse.ScrollWheelValue;
/// <summary>True while the mouse button is held down.</summary>
public bool IsMouseDown(MouseButton button) => GetButton(_mouse, button) == ButtonState.Pressed;
/// <summary>True only on the frame the mouse button went down.</summary>
public bool IsMousePressed(MouseButton button) =>
GetButton(_mouse, button) == ButtonState.Pressed && GetButton(_previousMouse, button) == ButtonState.Released;
/// <summary>True only on the frame the mouse button went up.</summary>
public bool IsMouseReleased(MouseButton button) =>
GetButton(_mouse, button) == ButtonState.Released && GetButton(_previousMouse, button) == ButtonState.Pressed;
/// <summary>True while the gamepad button is held down.</summary>
public bool IsButtonDown(Buttons button) => _gamePad.IsButtonDown(button);
/// <summary>True only on the frame the gamepad button went down.</summary>
public bool IsButtonPressed(Buttons button) => _gamePad.IsButtonDown(button) && _previousGamePad.IsButtonUp(button);
/// <summary>True only on the frame the gamepad button went up.</summary>
public bool IsButtonReleased(Buttons button) => _gamePad.IsButtonUp(button) && _previousGamePad.IsButtonDown(button);
/// <summary>Left thumbstick, x/y in [-1, 1]. Y is inverted to match the engine's y-down world.</summary>
public Vector2 LeftStick => new(_gamePad.ThumbSticks.Left.X, -_gamePad.ThumbSticks.Left.Y);
private static ButtonState GetButton(in MouseState state, MouseButton button) => button switch
{
MouseButton.Left => state.LeftButton,
MouseButton.Right => state.RightButton,
MouseButton.Middle => state.MiddleButton,
_ => ButtonState.Released,
};
}
+39
View File
@@ -0,0 +1,39 @@
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)
{
input = new InputManager();
services.Add(input);
}
scene.UpdateSystems.Insert(0, new InputSystem(input));
return input;
}
}
@@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
<ItemGroup>
<InternalsVisibleTo Include="MrGameEng.Input.Tests" />
</ItemGroup>
</Project>
@@ -0,0 +1,141 @@
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.Diagnostics;
using Microsoft.CodeAnalysis.Text;
using MrGameEng.Assets.Generator;
using Xunit;
namespace MrGameEng.Assets.Generator.Tests;
public class AssetHandlesGeneratorTests
{
private sealed class FakeAdditionalText(string path) : AdditionalText
{
public override string Path { get; } = path;
public override SourceText GetText(CancellationToken cancellationToken = default) =>
SourceText.From(string.Empty);
}
private sealed class FakeOptions(Dictionary<string, string> values) : AnalyzerConfigOptions
{
public override bool TryGetValue(string key, out string value) =>
values.TryGetValue(key, out value!);
}
private sealed class FakeOptionsProvider(Dictionary<string, string> values) : AnalyzerConfigOptionsProvider
{
public override AnalyzerConfigOptions GlobalOptions { get; } = new FakeOptions(values);
public override AnalyzerConfigOptions GetOptions(SyntaxTree tree) => GlobalOptions;
public override AnalyzerConfigOptions GetOptions(AdditionalText textFile) => GlobalOptions;
}
private static string RunGenerator(string[] files, Dictionary<string, string>? options = null)
{
var driver = CSharpGeneratorDriver.Create(
[new AssetHandlesGenerator().AsSourceGenerator()],
additionalTexts: Array.ConvertAll(files, f => (AdditionalText)new FakeAdditionalText(f)),
optionsProvider: new FakeOptionsProvider(options ?? new Dictionary<string, string>
{
["build_property.RootNamespace"] = "MyGame",
}));
var compilation = CSharpCompilation.Create("test");
var result = driver.RunGenerators(compilation).GetRunResult();
return Assert.Single(Assert.Single(result.Results).GeneratedSources).SourceText.ToString();
}
[Fact]
public void GeneratesTypedHandles_ForKnownExtensions()
{
var source = RunGenerator(
[
@"D:\game\Assets\Textures\player.png",
@"D:\game\Assets\Sounds\jump.wav",
@"D:\game\Assets\Fonts\main.ttf",
@"D:\game\Assets\Music\theme.ogg",
]);
Assert.Contains("namespace MyGame;", source);
Assert.Contains("public static partial class GameAssets", source);
Assert.Contains("public static class Textures", source);
Assert.Contains(
"AssetRef<global::Microsoft.Xna.Framework.Graphics.Texture2D> Player = new(\"Textures/player.png\")",
source);
Assert.Contains(
"AssetRef<global::Microsoft.Xna.Framework.Audio.SoundEffect> Jump = new(\"Sounds/jump.wav\")",
source);
Assert.Contains("AssetRef<global::FontStashSharp.FontSystem> Main", source);
Assert.Contains("AssetRef<global::MrGameEng.Core.MusicTrack> Theme", source);
}
[Fact]
public void IgnoresUnknownExtensions_AndFilesOutsideAssets()
{
var source = RunGenerator(
[
@"D:\game\Assets\readme.md",
@"D:\game\Other\image.png",
@"D:\game\Assets\valid.png",
]);
Assert.Contains("Valid", source);
Assert.DoesNotContain("Readme", source);
Assert.DoesNotContain("Image", source);
}
[Fact]
public void NestedDirectories_BecomeNestedClasses()
{
var source = RunGenerator([@"C:\proj\Assets\UI\Icons\save-icon.png"]);
Assert.Contains("public static class UI", source);
Assert.Contains("public static class Icons", source);
Assert.Contains("SaveIcon = new(\"UI/Icons/save-icon.png\")", source);
}
[Fact]
public void GeneratedCode_Compiles()
{
var source = RunGenerator([@"D:\game\Assets\player.png"]);
// Подменяем внешние типы заглушками, чтобы скомпилировать сгенерированный код изолированно.
const string stubs = """
namespace MrGameEng.Assets { public readonly record struct AssetRef<T>(string Path) where T : class; }
namespace Microsoft.Xna.Framework.Graphics { public sealed class Texture2D; }
""";
var compilation = CSharpCompilation.Create(
"generated",
[CSharpSyntaxTree.ParseText(source), CSharpSyntaxTree.ParseText(stubs)],
[MetadataReference.CreateFromFile(typeof(object).Assembly.Location),
MetadataReference.CreateFromFile(System.Runtime.Loader.AssemblyLoadContext.Default
.LoadFromAssemblyName(new System.Reflection.AssemblyName("System.Runtime")).Location)],
new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary));
var errors = compilation.GetDiagnostics().Where(d => d.Severity == DiagnosticSeverity.Error).ToList();
Assert.Empty(errors);
}
[Theory]
[InlineData("player", "Player")]
[InlineData("save-icon", "SaveIcon")]
[InlineData("8bit_font", "_8bitFont")]
[InlineData("...", "_")]
public void Identifier_SanitizesNames(string input, string expected)
{
Assert.Equal(expected, AssetHandlesGenerator.Identifier(input));
}
[Theory]
[InlineData(@"D:\game\Assets\a.png", "a.png")]
[InlineData("/home/user/game/Assets/sub/b.wav", "sub/b.wav")]
[InlineData(@"D:\game\NotAssets\c.png", null)]
[InlineData(@"D:\game\Assets\unknown.xyz", null)]
public void ToAssetPath_ExtractsRelativePath(string fullPath, string? expected)
{
Assert.Equal(expected, AssetHandlesGenerator.ToAssetPath(fullPath));
}
}
@@ -0,0 +1,19 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" />
<PackageReference Include="xunit" />
<PackageReference Include="xunit.runner.visualstudio" />
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\MrGameEng.Assets.Generator\MrGameEng.Assets.Generator.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,53 @@
using MrGameEng.Core;
using Xunit;
namespace MrGameEng.Core.Tests;
public class GameClockTests
{
[Fact]
public void Advance_SingleFrame_UpdatesDeltaTotalAndFrameCount()
{
var clock = new GameClock();
clock.Advance(0.016f);
Assert.Equal(0.016f, clock.DeltaTime);
Assert.Equal(0.016f, clock.UnscaledDeltaTime);
Assert.Equal(0.016, clock.TotalTime, 3);
Assert.Equal(1, clock.FrameCount);
}
[Fact]
public void Advance_WithTimeScale_ScalesDeltaButNotUnscaled()
{
var clock = new GameClock { TimeScale = 0.5f };
clock.Advance(0.02f);
Assert.Equal(0.01f, clock.DeltaTime, 3);
Assert.Equal(0.02f, clock.UnscaledDeltaTime, 3);
Assert.Equal(0.01, clock.TotalTime, 3);
Assert.Equal(0.02, clock.UnscaledTotalTime, 3);
}
[Fact]
public void TimeScale_Zero_PausesScaledTime()
{
var clock = new GameClock { TimeScale = 0f };
clock.Advance(0.016f);
Assert.Equal(0f, clock.DeltaTime);
Assert.Equal(0.0, clock.TotalTime);
Assert.Equal(0.016, clock.UnscaledTotalTime, 3);
}
[Fact]
public void TimeScale_Negative_ClampsToZero()
{
var clock = new GameClock { TimeScale = -1f };
Assert.Equal(0f, clock.TimeScale);
}
}
@@ -0,0 +1,18 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" />
<PackageReference Include="xunit" />
<PackageReference Include="xunit.runner.visualstudio" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,87 @@
using MrGameEng.Core;
using Xunit;
namespace MrGameEng.Core.Tests;
public class SceneManagerTests
{
private sealed class TrackingScene : Scene
{
public int LoadCount;
public int UnloadCount;
public int UpdateCount;
protected override void OnLoad() => LoadCount++;
protected override void OnUnload() => UnloadCount++;
public override void Update(GameClock clock)
{
UpdateCount++;
base.Update(clock);
}
}
[Fact]
public void Switch_IsDeferred_UntilNextUpdate()
{
var context = new EngineContext();
var scene = new TrackingScene();
context.Scenes.Switch(scene);
Assert.Null(context.Scenes.Current);
Assert.Equal(0, scene.LoadCount);
context.Scenes.Update(context.Clock);
Assert.Same(scene, context.Scenes.Current);
Assert.Equal(1, scene.LoadCount);
Assert.Equal(1, scene.UpdateCount);
Assert.True(scene.IsLoaded);
}
[Fact]
public void Switch_UnloadsPreviousScene_AndLoadsNext()
{
var context = new EngineContext();
var first = new TrackingScene();
var second = new TrackingScene();
context.Scenes.Switch(first);
context.Scenes.Update(context.Clock);
context.Scenes.Switch(second);
context.Scenes.Update(context.Clock);
Assert.Equal(1, first.UnloadCount);
Assert.False(first.IsLoaded);
Assert.Same(second, context.Scenes.Current);
Assert.Equal(1, second.LoadCount);
}
[Fact]
public void Switch_ToNull_UnloadsCurrentScene()
{
var context = new EngineContext();
var scene = new TrackingScene();
context.Scenes.Switch(scene);
context.Scenes.Update(context.Clock);
context.Scenes.Switch(null);
context.Scenes.Update(context.Clock);
Assert.Null(context.Scenes.Current);
Assert.Equal(1, scene.UnloadCount);
}
[Fact]
public void Update_WithoutScene_DoesNothing()
{
var context = new EngineContext();
context.Scenes.Update(context.Clock);
context.Scenes.Draw(context.Clock);
Assert.Null(context.Scenes.Current);
}
}
@@ -0,0 +1,73 @@
using Friflo.Engine.ECS;
using Friflo.Engine.ECS.Systems;
using MrGameEng.Core;
using Xunit;
namespace MrGameEng.Core.Tests;
public class SceneSystemsTests
{
private struct Velocity : IComponent
{
public float X;
}
private struct Translation : IComponent
{
public float X;
}
private sealed class MoveSystem : QuerySystem<Translation, Velocity>
{
protected override void OnUpdate()
{
foreach (var (translations, velocities, _) in Query.Chunks)
{
var t = translations.Span;
var v = velocities.Span;
for (var i = 0; i < t.Length; i++)
{
t[i].X += v[i].X * Tick.deltaTime;
}
}
}
}
private sealed class MovingScene : Scene
{
public Entity Mover;
protected override void OnLoad()
{
Mover = Store.CreateEntity(new Translation { X = 0f }, new Velocity { X = 10f });
UpdateSystems.Add(new MoveSystem());
}
}
[Fact]
public void Update_RunsRegisteredQuerySystem_WithClockDelta()
{
var context = new EngineContext();
var scene = new MovingScene();
context.Scenes.Switch(scene);
context.Clock.Advance(0.5f);
context.Scenes.Update(context.Clock);
Assert.Equal(5f, scene.Mover.GetComponent<Translation>().X, 3);
}
[Fact]
public void TimeScale_AffectsSystemDelta()
{
var context = new EngineContext();
var scene = new MovingScene();
context.Scenes.Switch(scene);
context.Clock.TimeScale = 0f;
context.Clock.Advance(0.5f);
context.Scenes.Update(context.Clock);
Assert.Equal(0f, scene.Mover.GetComponent<Translation>().X);
}
}
@@ -0,0 +1,83 @@
using Microsoft.Xna.Framework;
using MrGameEng.Graphics;
using Xunit;
namespace MrGameEng.Graphics.Tests;
public class CameraMathTests
{
private static void AssertVector(Vector2 expected, Vector2 actual, float tolerance = 0.001f)
{
Assert.InRange(actual.X, expected.X - tolerance, expected.X + tolerance);
Assert.InRange(actual.Y, expected.Y - tolerance, expected.Y + tolerance);
}
[Fact]
public void CameraPosition_MapsToScreenCenter()
{
var camera = new Camera(new Vector2(500f, 300f), zoom: 2f, rotation: 0.7f);
var state = CameraMath.Compute(camera, 800, 600, ViewportMapping.Identity);
AssertVector(new Vector2(400f, 300f), state.WorldToScreen(camera.Position));
}
[Fact]
public void ScreenToWorld_RoundTripsWithWorldToScreen()
{
var camera = new Camera(new Vector2(123f, -45f), zoom: 1.5f, rotation: 0.3f);
var state = CameraMath.Compute(camera, 1280, 720, new ViewportMapping(new Vector2(0f, 60f), 1.5f));
var screen = new Vector2(200f, 500f);
var world = state.ScreenToWorld(screen);
AssertVector(screen, state.WorldToScreen(world));
}
[Fact]
public void Zoom_ShrinksCullRect()
{
var camera = new Camera(Vector2.Zero, zoom: 2f);
var state = CameraMath.Compute(camera, 800, 600, ViewportMapping.Identity);
Assert.Equal(400f, state.CullRect.Width, 1);
Assert.Equal(300f, state.CullRect.Height, 1);
AssertVector(Vector2.Zero, state.CullRect.Center);
}
[Fact]
public void Rotation_ExpandsCullRectToCoverRotatedView()
{
var straight = CameraMath.Compute(new Camera(Vector2.Zero), 800, 600, ViewportMapping.Identity);
var rotated = CameraMath.Compute(new Camera(Vector2.Zero, rotation: MathF.PI / 4f), 800, 600, ViewportMapping.Identity);
Assert.True(rotated.CullRect.Width > straight.CullRect.Width);
Assert.True(rotated.CullRect.Height > straight.CullRect.Height);
}
[Fact]
public void Bounds_ClampCameraToWorldEdges()
{
var bounds = new RectF(0f, 0f, 2000f, 1000f);
var camera = new Camera(new Vector2(-500f, 500f), bounds: bounds);
var state = CameraMath.Compute(camera, 800, 600, ViewportMapping.Identity);
// Camera should be clamped so the view's left edge sits at the world's left edge.
AssertVector(new Vector2(0f, 200f), state.ScreenToWorld(Vector2.Zero));
}
[Fact]
public void Mapping_CentersVirtualResolutionInWiderWindow()
{
var mapping = CameraMath.ComputeMapping(1920, 1080, 640, 360);
Assert.Equal(3f, mapping.Scale);
Assert.Equal(Vector2.Zero, mapping.Offset);
var letterboxed = CameraMath.ComputeMapping(1920, 1200, 640, 360);
Assert.Equal(3f, letterboxed.Scale);
Assert.Equal(new Vector2(0f, 60f), letterboxed.Offset);
}
}
@@ -0,0 +1,51 @@
using Microsoft.Xna.Framework;
using MrGameEng.Graphics;
using Xunit;
namespace MrGameEng.Graphics.Tests;
public class CullingTests
{
[Fact]
public void BoundingCircle_UnrotatedTopLeftOrigin_CenterIsRegionCenter()
{
var transform = Transform2D.At(new Vector2(100f, 200f));
var (center, radius) = CullingMath.SpriteBoundingCircle(transform, 32f, 32f, Vector2.Zero);
Assert.Equal(new Vector2(116f, 216f), center);
Assert.Equal(0.5f * MathF.Sqrt(32f * 32f * 2f), radius, 3);
}
[Fact]
public void BoundingCircle_CenterOrigin_CenterIsPosition()
{
var transform = Transform2D.At(new Vector2(50f, 50f));
var (center, _) = CullingMath.SpriteBoundingCircle(transform, 64f, 32f, new Vector2(32f, 16f));
Assert.Equal(new Vector2(50f, 50f), center);
}
[Fact]
public void BoundingCircle_Scale_GrowsRadius()
{
var transform = new Transform2D(Vector2.Zero, scale: new Vector2(2f, 2f));
var (_, radius) = CullingMath.SpriteBoundingCircle(transform, 10f, 10f, Vector2.Zero);
Assert.Equal(0.5f * MathF.Sqrt(800f), radius, 3);
}
[Theory]
[InlineData(50f, 50f, true)] // inside
[InlineData(-4f, 50f, true)] // touching from the left (radius 5)
[InlineData(-20f, 50f, false)] // far left
[InlineData(50f, 130f, false)] // far below
public void CircleIntersectsRect_DetectsOverlap(float x, float y, bool expected)
{
var rect = new RectF(0f, 0f, 100f, 100f);
Assert.Equal(expected, CullingMath.CircleIntersectsRect(new Vector2(x, y), 5f, rect));
}
}
@@ -0,0 +1,33 @@
using MrGameEng.Graphics;
using Xunit;
namespace MrGameEng.Graphics.Tests;
public class LayerRegistryTests
{
[Fact]
public void Registry_StartsWithDefaultWorldLayer()
{
var registry = new LayerRegistry();
Assert.Equal(1, registry.Count);
var layer = registry[LayerId.Default];
Assert.Equal("Default", layer.Name);
Assert.Equal(LayerSpace.World, layer.Space);
Assert.Equal(LayerSortMode.Depth, layer.SortMode);
}
[Fact]
public void Register_AssignsSequentialIds_InDrawOrder()
{
var registry = new LayerRegistry();
var world = registry.Register("World", LayerSpace.World, LayerSortMode.YSort);
var ui = registry.Register("UI", LayerSpace.Screen);
Assert.Equal(1, world.Value);
Assert.Equal(2, ui.Value);
Assert.Equal(LayerSortMode.YSort, registry[world].SortMode);
Assert.Equal(LayerSpace.Screen, registry[ui].Space);
}
}
@@ -0,0 +1,18 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" />
<PackageReference Include="xunit" />
<PackageReference Include="xunit.runner.visualstudio" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\MrGameEng.Graphics\MrGameEng.Graphics.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,47 @@
using MrGameEng.Graphics;
using Xunit;
namespace MrGameEng.Graphics.Tests;
public class SortKeyTests
{
[Fact]
public void LayerDominatesDepthAndTexture()
{
var lowLayer = SpriteSortKey.Make(0, 1000f, textureKey: 5);
var highLayer = SpriteSortKey.Make(1, -1000f, textureKey: 1);
Assert.True(lowLayer < highLayer);
}
[Fact]
public void DepthDominatesTexture_WithinLayer()
{
var behind = SpriteSortKey.Make(3, -5f, textureKey: 999);
var inFront = SpriteSortKey.Make(3, 5f, textureKey: 1);
Assert.True(behind < inFront);
}
[Theory]
[InlineData(-100f, -1f)]
[InlineData(-1f, 0f)]
[InlineData(0f, 1f)]
[InlineData(1f, 100f)]
[InlineData(-0.5f, 0.5f)]
public void DepthBits_PreserveFloatOrder(float smaller, float larger)
{
Assert.True(SpriteSortKey.DepthToSortableBits(smaller) < SpriteSortKey.DepthToSortableBits(larger));
}
[Fact]
public void EqualLayerAndDepth_GroupByTexture()
{
var a1 = SpriteSortKey.Make(2, 1f, textureKey: 7);
var b = SpriteSortKey.Make(2, 1f, textureKey: 9);
var a2 = SpriteSortKey.Make(2, 1f, textureKey: 7);
Assert.Equal(a1, a2);
Assert.NotEqual(a1, b);
}
}
@@ -0,0 +1,65 @@
using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
using MrGameEng.Core;
using MrGameEng.Graphics;
using Xunit;
namespace MrGameEng.Graphics.Tests;
public class SpriteAnimationTests
{
private static Texture2DRegion Region(int x) => new(null!, new Rectangle(x, 0, 16, 16));
private static SpriteAnimationClip Clip(bool loop, params int[] xs) =>
new(Array.ConvertAll(xs, Region), framesPerSecond: 10f, loop);
[Fact]
public void FrameAt_LoopingClip_WrapsAround()
{
var clip = Clip(loop: true, 0, 1, 2);
Assert.Equal(0, clip.FrameAt(0.00f).Bounds.X);
Assert.Equal(1, clip.FrameAt(0.10f).Bounds.X);
Assert.Equal(2, clip.FrameAt(0.25f).Bounds.X);
Assert.Equal(0, clip.FrameAt(0.30f).Bounds.X); // wrapped
}
[Fact]
public void FrameAt_NonLoopingClip_ClampsToLastFrame()
{
var clip = Clip(loop: false, 0, 1);
Assert.Equal(1, clip.FrameAt(10f).Bounds.X);
}
private sealed class AnimScene : Scene
{
public Entity Animated;
public SpriteAnimationClip Clip = SpriteAnimationTests.Clip(loop: false, 0, 1, 2);
protected override void OnLoad()
{
this.UseSpriteAnimation();
Animated = Store.CreateEntity(
new Sprite { Color = Color.White },
new SpriteAnimator(Clip));
}
}
[Fact]
public void AnimationSystem_AdvancesFrames_AndStopsAtEnd()
{
var context = new EngineContext();
var scene = new AnimScene();
context.Scenes.Switch(scene);
context.Clock.Advance(0.15f); // 10 fps → frame 1
context.Scenes.Update(context.Clock);
Assert.Equal(1, scene.Animated.GetComponent<Sprite>().Region!.Bounds.X);
context.Clock.Advance(1.0f); // far past the end of a non-looping clip
context.Scenes.Update(context.Clock);
Assert.Equal(2, scene.Animated.GetComponent<Sprite>().Region!.Bounds.X);
Assert.False(scene.Animated.GetComponent<SpriteAnimator>().Playing);
}
}
@@ -0,0 +1,54 @@
using MrGameEng.Graphics;
using Xunit;
namespace MrGameEng.Graphics.Tests;
public class SpriteBatcherTests
{
private static SpriteInstance Instance(byte layer) => new() { Layer = layer };
[Fact]
public void Sort_OrdersByKey_ReturningOriginalIndices()
{
var batcher = new SpriteBatcher(initialCapacity: 2);
batcher.Submit(Instance(2), SpriteSortKey.Make(2, 0f, 0));
batcher.Submit(Instance(0), SpriteSortKey.Make(0, 0f, 0));
batcher.Submit(Instance(1), SpriteSortKey.Make(1, 0f, 0));
var order = batcher.Sort();
Assert.Equal(3, order.Length);
Assert.Equal(0, batcher[order[0]].Layer);
Assert.Equal(1, batcher[order[1]].Layer);
Assert.Equal(2, batcher[order[2]].Layer);
}
[Fact]
public void Submit_GrowsBeyondInitialCapacity()
{
var batcher = new SpriteBatcher(initialCapacity: 1);
for (var i = 0; i < 100; i++)
{
batcher.Submit(Instance(0), (ulong)(100 - i));
}
Assert.Equal(100, batcher.Count);
var order = batcher.Sort();
Assert.Equal(99, order[0]); // последний сабмит имеет наименьший ключ
}
[Fact]
public void Clear_ResetsCount_KeepsWorking()
{
var batcher = new SpriteBatcher();
batcher.Submit(Instance(0), 5);
batcher.Clear();
Assert.Equal(0, batcher.Count);
batcher.Submit(Instance(1), 1);
Assert.Equal(1, batcher.Count);
Assert.Equal(1, batcher[batcher.Sort()[0]].Layer);
}
}
@@ -0,0 +1,75 @@
using Microsoft.Xna.Framework.Input;
using MrGameEng.Input;
using Xunit;
namespace MrGameEng.Input.Tests;
public class ActionMapTests
{
private enum GameAction
{
Jump,
MoveLeft,
MoveRight,
}
private static void Frame(InputManager input, params Keys[] keys) =>
input.Apply(new KeyboardState(keys), default, GamePadState.Default);
[Fact]
public void IsDown_TrueWhenAnyBindingIsHeld()
{
var input = new InputManager();
var map = new ActionMap<GameAction>(input)
.Bind(GameAction.Jump, Keys.Space)
.Bind(GameAction.Jump, Keys.W);
Frame(input, Keys.W);
Assert.True(map.IsDown(GameAction.Jump));
}
[Fact]
public void IsPressed_EdgeTriggered()
{
var input = new InputManager();
var map = new ActionMap<GameAction>(input).Bind(GameAction.Jump, Keys.Space);
Frame(input, Keys.Space);
Assert.True(map.IsPressed(GameAction.Jump));
Frame(input, Keys.Space);
Assert.False(map.IsPressed(GameAction.Jump));
Assert.True(map.IsDown(GameAction.Jump));
}
[Fact]
public void Unbind_RemovesAllBindings()
{
var input = new InputManager();
var map = new ActionMap<GameAction>(input).Bind(GameAction.Jump, Keys.Space);
map.Unbind(GameAction.Jump);
Frame(input, Keys.Space);
Assert.False(map.IsDown(GameAction.Jump));
}
[Fact]
public void GetAxis_CombinesTwoActions()
{
var input = new InputManager();
var map = new ActionMap<GameAction>(input)
.Bind(GameAction.MoveLeft, Keys.A)
.Bind(GameAction.MoveRight, Keys.D);
Frame(input, Keys.A);
Assert.Equal(-1f, map.GetAxis(GameAction.MoveLeft, GameAction.MoveRight));
Frame(input, Keys.A, Keys.D);
Assert.Equal(0f, map.GetAxis(GameAction.MoveLeft, GameAction.MoveRight));
Frame(input, Keys.D);
Assert.Equal(1f, map.GetAxis(GameAction.MoveLeft, GameAction.MoveRight));
}
}
@@ -0,0 +1,67 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Input;
using Xunit;
namespace MrGameEng.Input.Tests;
public class InputManagerTests
{
private static MouseState Mouse(int x = 0, int y = 0, int wheel = 0, ButtonState left = ButtonState.Released) =>
new(x, y, wheel, left, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released);
private static void Frame(InputManager input, KeyboardState keyboard = default, MouseState mouse = default) =>
input.Apply(keyboard, mouse, GamePadState.Default);
[Fact]
public void KeyPressed_OnlyOnTheFrameItGoesDown()
{
var input = new InputManager();
Frame(input, new KeyboardState(Keys.Space));
Assert.True(input.IsKeyPressed(Keys.Space));
Assert.True(input.IsKeyDown(Keys.Space));
Frame(input, new KeyboardState(Keys.Space));
Assert.False(input.IsKeyPressed(Keys.Space));
Assert.True(input.IsKeyDown(Keys.Space));
}
[Fact]
public void KeyReleased_OnlyOnTheFrameItGoesUp()
{
var input = new InputManager();
Frame(input, new KeyboardState(Keys.A));
Frame(input);
Assert.True(input.IsKeyReleased(Keys.A));
Frame(input);
Assert.False(input.IsKeyReleased(Keys.A));
}
[Fact]
public void MouseDeltaAndWheelDelta_ComputedBetweenFrames()
{
var input = new InputManager();
Frame(input, mouse: Mouse(x: 10, y: 10, wheel: 0));
Frame(input, mouse: Mouse(x: 25, y: 5, wheel: 120));
Assert.Equal(new Point(15, -5), input.MouseDelta);
Assert.Equal(120, input.WheelDelta);
Assert.Equal(new Point(25, 5), input.MousePosition);
}
[Fact]
public void MousePressed_DetectsLeftButtonEdge()
{
var input = new InputManager();
Frame(input, mouse: Mouse());
Frame(input, mouse: Mouse(left: ButtonState.Pressed));
Assert.True(input.IsMousePressed(MouseButton.Left));
Assert.False(input.IsMousePressed(MouseButton.Right));
}
}
@@ -0,0 +1,18 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" />
<PackageReference Include="xunit" />
<PackageReference Include="xunit.runner.visualstudio" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\MrGameEng.Input\MrGameEng.Input.csproj" />
</ItemGroup>
</Project>