Now, let's build on this information to discuss Dependency Injection with XNA.
Note: this post includes complete code sample on CodePlex.
Download code sample here.
Dependency Injection
Dependency Injection is a simple pattern to loosely couple objects and break their dependencies.
The resulting design principle, Dependency Inversion, states: Depend upon abstractions.
Do not depend upon concrete classes.
By coupling an object to an interface instead of a specific concrete implementation, you have the ability to use any implementation with minimal change and risk. This concept is important, especially when testing an object in isolation (unit testing).
Example
As an example, let's revise the Going Beyond tutorial to demonstrate XNA and Dependency Injection.
First, isolate the components used throughout the tutorial:
Component CameraManager ContentManager GameObjectManager GraphicsManager ScreenManager | Responsibility manages fixed camera manages all game content manages all game objects manages all graphics manages all screens | Information view / projection matrices currently only 1x model currently only 1x spaceship all graphics properties currently only 1x screen |
Next, identify the dependencies between the components:
Component CameraManager GameObjectManager GameObjectManager ScreenManager ScreenManager | Dependency depends on GraphicsManager depends on CameraManager depends on ContentManager depends on GameObjectManager depends on GraphicsManager | Information aspect ratio on graphics device game object view / projection load game object content update / draw game objects clear graphics device |
Sample
The following code sample refactors the Going Beyond tutorial to render a 3D model on screen.
All logic to load, update and draw the model can be encapsulated into a single game object:
SPACE SHIP
public class SpaceShip { private Model spaceShipModel; private Matrix[] transforms; public SpaceShip() { ModelRotation = 0.0f; ModelPosition = Vector3.Zero; ModelVelocity = Vector3.Zero; } // Load model and set view/projection matrices. public void LoadContent(Model theSpaceShipModel, Matrix viewMatrix, Matrix projectionMatrix) { spaceShipModel = theSpaceShipModel; transforms = new Matrix[spaceShipModel.Bones.Count]; spaceShipModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (BasicEffect effect in spaceShipModel.Meshes.SelectMany(mesh => mesh.Effects.Cast<BasicEffect>())) { effect.EnableDefaultLighting(); effect.View = viewMatrix; effect.Projection = projectionMatrix; } } // Update angle of rotation. public void Update(GameTime gameTime) { Single temps = MathHelper.ToRadians(0.05f); Single delta = (Single)gameTime.ElapsedGameTime.TotalMilliseconds; ModelRotation -= delta * temps; } // Draw model. public void Draw() { foreach (ModelMesh mesh in spaceShipModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(ModelRotation) * Matrix.CreateTranslation(ModelPosition); } mesh.Draw(); } } public Single ModelRotation { get; private set; } public Vector3 ModelPosition { get; private set; } public Vector3 ModelVelocity { get; private set; } }Next, build the components that do not have any dependencies:
CONTENT MANAGER
using XnaContentManager = Microsoft.Xna.Framework.Content.ContentManager; public class ContentManager : IContentManager { private XnaContentManager content; // Load all content. public void LoadContent(XnaContentManager xnaContent) { if (null != content) { return; } content = xnaContent; content.RootDirectory = "Content"; SpaceShipModel = content.Load<Model>("Models/p1_wedge"); } // Unload all content. public void UnloadContent() { if (null == content) { return; } content.Unload(); } public Model SpaceShipModel { get; private set; } }GRAPHICS MANAGER
using XnaGraphicsDeviceManager = Microsoft.Xna.Framework.GraphicsDeviceManager; public class GraphicsManager : IGraphicsManager { private XnaGraphicsDeviceManager graphics; // Initialize all graphics properties. public void Initialize(XnaGraphicsDeviceManager xnaGraphics) { if (null != graphics) { return; } graphics = xnaGraphics; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; graphics.IsFullScreen = false; graphics.ApplyChanges(); GraphicsDevice = graphics.GraphicsDevice; SpriteBatch = new SpriteBatch(GraphicsDevice); } public GraphicsDevice GraphicsDevice { get; private set; } public Single AspectRatio { get { return GraphicsDevice.Viewport.AspectRatio; } } public SpriteBatch SpriteBatch { get; private set; } }Next, build the the remaining components that do have dependencies; here each dependent component is injected manually using constructor injection technique:
CAMERA MANAGER
public class CameraManager : ICameraManager { // CameraManager has dependency on GraphicsManager. private readonly IGraphicsManager graphicsManager; public CameraManager(IGraphicsManager graphicsManager) { this.graphicsManager = graphicsManager; } // Initialize camera view/projection matrices. public void Initialize(Vector3 cameraPosition) { ViewMatrix = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphicsManager.AspectRatio, 1.0f, 10000.0f); } public Matrix ViewMatrix { get; private set; } public Matrix ProjectionMatrix { get; private set; } }GAME OBJECT MANAGER
public class GameObjectManager : IGameObjectManager { // GameObjectManager has dependency on CameraManager and ContentManager. private readonly ICameraManager cameraManager; private readonly IContentManager contentManager; private readonly SpaceShip spaceShip; public GameObjectManager(ICameraManager cameraManager, IContentManager contentManager) { this.cameraManager = cameraManager; this.contentManager = contentManager; spaceShip = new SpaceShip(); } // Load content for each game object. public void LoadContent() { spaceShip.LoadContent(contentManager.SpaceShipModel, cameraManager.ViewMatrix, cameraManager.ProjectionMatrix); } // Update each game object. public void Update(GameTime gameTime) { spaceShip.Update(gameTime); } // Draw each game object. public void Draw() { spaceShip.Draw(); } }SCREEN MANAGER
public class ScreenManager : IScreenManager { // ScreenManager has dependency on GameObjectManager and GraphicsManager. private readonly IGameObjectManager gameObjectManager; private readonly IGraphicsManager graphicsManager; public ScreenManager(IGameObjectManager gameObjectManager, IGraphicsManager graphicsManager) { this.gameObjectManager = gameObjectManager; this.graphicsManager = graphicsManager; } // Update each game object using GameObjectManager. public void Update(GameTime gameTime) { gameObjectManager.Update(gameTime); } // Draw each game object using GameObjectManager. public void Draw() { graphicsManager.GraphicsDevice.Clear(Color.Black); gameObjectManager.Draw(); } }Finally, build a GameManager component to manage all interaction between the main game class and each game component listed above. Again, each dependent component is injected manually using constructor injection technique:
GAME MANAGER
public class GameManager : IGameManager { private readonly ICameraManager cameraManager; private readonly IContentManager contentManager; private readonly IGameObjectManager gameObjectManager; private readonly IGraphicsManager graphicsManager; private readonly IScreenManager screenManager; public GameManager( ICameraManager cameraManager, IContentManager contentManager, IGameObjectManager gameObjectManager, IGraphicsManager graphicsManager, IScreenManager screenManager ) { this.cameraManager = cameraManager; this.contentManager = contentManager; this.gameObjectManager = gameObjectManager; this.graphicsManager = graphicsManager; this.screenManager = screenManager; } // Initialize graphics and camera. public void Initialize(GraphicsDeviceManager graphics) { graphicsManager.Initialize(graphics); cameraManager.Initialize(new Vector3(0.0f, 50.0f, 5000.0f)); } // Load all content. public void LoadContent(XnaContentManager content) { contentManager.LoadContent(content); gameObjectManager.LoadContent(); } // Unload all content. public void UnloadContent() { contentManager.UnloadContent(); } // Update each screen. public void Update(GameTime gameTime) { screenManager.Update(gameTime); } // Draw each screen. public void Draw() { screenManager.Draw(); } }For simplicity, build a GameFactory to construct a single instance of the GameMananger component:
GAME FACTORY
public static class GameFactory { private static IGameManager gameManager; public static IGameManager GetGameManager() { if (null == gameManager) { IContentManager contentManager = new ContentManager(); IGraphicsManager graphicsManager = new GraphicsManager(); ICameraManager cameraManager = new CameraManager(graphicsManager); IGameObjectManager gameObjectManager = new GameObjectManager(cameraManager, contentManager); IScreenManager screenManager = new ScreenManager(gameObjectManager, graphicsManager); gameManager = new GameManager( cameraManager, contentManager, gameObjectManager, graphicsManager, screenManager ); } return gameManager; } }For completeness, here is the main game class; the GameManager now manages all game actions:
GAME
public class MyGame : Game { private readonly GraphicsDeviceManager graphics; private readonly IGameManager gameManager; public MyGame() { graphics = new GraphicsDeviceManager(this); gameManager = GameFactory.GetGameManager(); } protected override void Initialize() { gameManager.Initialize(graphics); base.Initialize(); } protected override void LoadContent() { gameManager.LoadContent(Content); base.LoadContent(); } protected override void UnloadContent() { gameManager.UnloadContent(); base.UnloadContent(); } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } gameManager.Update(gameTime); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { gameManager.Draw(); base.Draw(gameTime); } }Download code sample here.
Summary
The revised Going Beyond example demonstrates how to isolate components using dependency injection:
Game components are able to be tested in isolation as dependencies can be replaced by mock objects.
The biggest drawback from the code sample above, however, is that all dependent components must be constructed manually in the factory before they can be injected.
Fortunately, there is a framework component available to developers that resolves this issue:
The IoC Container. This will be the topic in the next post.
1 comment:
I'm not sure I would call DI "simple" as little as I would call thread safe or exception safe code simple.
Post a Comment