refactor: rewritten MonoGameWindow to take in a universe as a constructor parameter
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@ -5,38 +5,31 @@ using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Integration.MonoGame;
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namespace Syntriax.Engine.Integration.MonoGame;
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public abstract class MonoGameWindow : Game
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public class MonoGameWindow : Game
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{
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{
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public GraphicsDeviceManager Graphics { get; protected set; } = null!;
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public GraphicsDeviceManager Graphics { get; protected set; } = null!;
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public IUniverse Universe { get; protected set; } = null!;
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public IUniverse Universe { get; protected set; } = null!;
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public ColorRGB BackgroundColor { get; set; } = new ColorRGB(35, 20, 35);
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public ColorRGB BackgroundColor { get; set; } = new ColorRGB(35, 20, 35);
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public MonoGameWindow()
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public MonoGameWindow(IUniverse? universe = null)
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{
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{
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Preserver.Preserve();
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Preserver.Preserve();
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Graphics = new GraphicsDeviceManager(this);
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Graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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IsMouseVisible = true;
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Universe = new Universe();
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Universe = universe ?? new Universe();
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Universe.InstantiateUniverseObject().SetUniverseObject("Window Container")
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.BehaviourController.AddBehaviour<MonoGameWindowContainer>(this);
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}
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}
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protected abstract void PopulateUniverse(IUniverse universe);
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protected override void Initialize()
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protected override void Initialize()
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{
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{
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Universe.Initialize();
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Universe.Initialize();
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Universe.InstantiateUniverseObject().SetUniverseObject("Window Container")
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.BehaviourController.AddBehaviour<MonoGameWindowContainer>(this);
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PopulateUniverse(Universe);
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base.Initialize();
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base.Initialize();
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}
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}
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protected override void LoadContent()
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{
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// TODO: use this.Content to load your game content here
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}
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protected override void Update(GameTime gameTime)
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protected override void Update(GameTime gameTime)
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{
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{
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Universe.Update(gameTime.ToEngineTime());
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Universe.Update(gameTime.ToEngineTime());
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