//-----------------------------------------------------------------------------
// ScreenManager.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
using System;
using System.Diagnostics;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System.Text;
using Microsoft.Xna.Framework.Input.Touch;
namespace RolePlaying
{
///
/// The screen manager is a component which manages one or more GameScreen
/// instances. It maintains a stack of screens, calls their Update and Draw
/// methods at the appropriate times, and automatically routes input to the
/// topmost active screen.
///
///
/// Similar to a class found in the Game State Management sample on the
/// XNA Creators Club Online website (http://creators.xna.com).
///
public class ScreenManager : DrawableGameComponent
{
List screens = new List();
List screensToUpdate = new List();
SpriteBatch spriteBatch;
private Texture2D blankTexture;
bool isInitialized;
bool traceEnabled;
private int backbufferWidth;
/// Gets or sets the current backbuffer width.
public int BackbufferWidth { get => backbufferWidth; set => backbufferWidth = value; }
private int backbufferHeight;
/// Gets or sets the current backbuffer height.
public int BackbufferHeight { get => backbufferHeight; set => backbufferHeight = value; }
private Vector2 baseScreenSize = new Vector2(Session.BACK_BUFFER_WIDTH, Session.BACK_BUFFER_HEIGHT);
/// Gets or sets the base screen size used for scaling calculations.
public Vector2 BaseScreenSize { get => baseScreenSize; set => baseScreenSize = value; }
private Matrix globalTransformation;
/// Gets or sets the global transformation matrix for scaling and positioning.
public Matrix GlobalTransformation { get => globalTransformation; set => globalTransformation = value; }
///
/// A default SpriteBatch shared by all the screens. This saves
/// each screen having to bother creating their own local instance.
///
public SpriteBatch SpriteBatch
{
get { return spriteBatch; }
}
///
/// If true, the manager prints out a list of all the screens
/// each time it is updated. This can be useful for making sure
/// everything is being added and removed at the right times.
///
public bool TraceEnabled
{
get { return traceEnabled; }
set { traceEnabled = value; }
}
///
/// Constructs a new screen manager component.
///
public ScreenManager(Game game)
: base(game)
{
TouchPanel.EnabledGestures = GestureType.None;
}
///
/// Initializes the screen manager component.
///
public override void Initialize()
{
base.Initialize();
isInitialized = true;
}
///
/// Load your graphics content.
///
protected override void LoadContent()
{
// Load content belonging to the screen manager.
ContentManager content = Game.Content;
spriteBatch = new SpriteBatch(GraphicsDevice);
blankTexture = content.Load("Textures/GameScreens/blank");
// Tell each of the screens to load their content.
foreach (GameScreen screen in screens)
{
screen.LoadContent();
}
}
///
/// Unload your graphics content.
///
protected override void UnloadContent()
{
// Tell each of the screens to unload their content.
foreach (GameScreen screen in screens)
{
screen.UnloadContent();
}
}
///
/// Allows each screen to run logic.
///
public override void Update(GameTime gameTime)
{
// Make a copy of the master screen list, to avoid confusion if
// the process of updating one screen adds or removes others.
screensToUpdate.Clear();
foreach (GameScreen screen in screens)
screensToUpdate.Add(screen);
bool otherScreenHasFocus = !Game.IsActive;
bool coveredByOtherScreen = false;
// Loop as long as there are screens waiting to be updated.
while (screensToUpdate.Count > 0)
{
// Pop the topmost screen off the waiting list.
GameScreen screen = screensToUpdate[screensToUpdate.Count - 1];
screensToUpdate.RemoveAt(screensToUpdate.Count - 1);
// Update the screen.
screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
if (screen.ScreenState == ScreenState.TransitionOn ||
screen.ScreenState == ScreenState.Active)
{
// If this is the first active screen we came across,
// give it a chance to handle input.
if (!otherScreenHasFocus)
{
screen.HandleInput();
otherScreenHasFocus = true;
}
// If this is an active non-popup, inform any subsequent
// screens that they are covered by it.
if (!screen.IsPopup)
coveredByOtherScreen = true;
}
}
// Print debug trace?
if (traceEnabled)
TraceScreens();
}
///
/// Prints a list of all the screens, for debugging.
///
void TraceScreens()
{
List screenNames = new List();
foreach (GameScreen screen in screens)
screenNames.Add(screen.GetType().Name);
#if DEBUG
Trace.WriteLine(string.Join(", ", screenNames.ToArray()));
#endif
}
///
/// Tells each screen to draw itself.
///
public override void Draw(GameTime gameTime)
{
foreach (GameScreen screen in screens)
{
if (screen.ScreenState == ScreenState.Hidden)
continue;
screen.Draw(gameTime);
}
}
///
/// Adds a new screen to the screen manager.
///
public void AddScreen(GameScreen screen)
{
screen.ScreenManager = this;
screen.IsExiting = false;
// If we have a graphics device, tell the screen to load content.
if (isInitialized)
{
screen.LoadContent();
}
screens.Add(screen);
TouchPanel.EnabledGestures = screen.EnabledGestures;
}
///
/// Removes a screen from the screen manager. You should normally
/// use GameScreen.ExitScreen instead of calling this directly, so
/// the screen can gradually transition off rather than just being
/// instantly removed.
///
public void RemoveScreen(GameScreen screen)
{
// If we have a graphics device, tell the screen to unload content.
if (isInitialized)
{
screen.UnloadContent();
}
screens.Remove(screen);
screensToUpdate.Remove(screen);
}
///
/// Expose an array holding all the screens. We return a copy rather
/// than the real master list, because screens should only ever be added
/// or removed using the AddScreen and RemoveScreen methods.
///
public GameScreen[] GetScreens()
{
return screens.ToArray();
}
///
/// Draws a translucent black fullscreen sprite. This is used for fading
/// screens in and out, or for darkening the background behind popups.
///
/// The opacity level of the fade (0 = fully transparent, 1 = fully opaque).
public void FadeBackBufferToBlack(float alpha)
{
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, GlobalTransformation);
spriteBatch.Draw(blankTexture,
new Rectangle(0, 0, Session.BACK_BUFFER_WIDTH, Session.BACK_BUFFER_HEIGHT),
Color.Black * alpha);
spriteBatch.End();
}
///
/// Scales the game presentation area to match the screen's aspect ratio.
///
public void ScalePresentationArea()
{
// Validate parameters before calculation
if (GraphicsDevice == null || baseScreenSize.X <= 0 || baseScreenSize.Y <= 0)
{
throw new InvalidOperationException("Invalid graphics configuration");
}
// Fetch screen dimensions
backbufferWidth = GraphicsDevice.PresentationParameters.BackBufferWidth;
backbufferHeight = GraphicsDevice.PresentationParameters.BackBufferHeight;
// Prevent division by zero
if (backbufferHeight == 0 || baseScreenSize.Y == 0)
{
return;
}
// Calculate aspect ratios
float baseAspectRatio = baseScreenSize.X / baseScreenSize.Y;
float screenAspectRatio = backbufferWidth / (float)backbufferHeight;
// Determine uniform scaling factor
float scalingFactor;
float horizontalOffset = 0;
float verticalOffset = 0;
if (screenAspectRatio > baseAspectRatio)
{
// Wider screen: scale by height
scalingFactor = backbufferHeight / baseScreenSize.Y;
// Centre things horizontally.
horizontalOffset = (backbufferWidth - baseScreenSize.X * scalingFactor) / 2;
}
else
{
// Taller screen: scale by width
scalingFactor = backbufferWidth / baseScreenSize.X;
// Centre things vertically.
verticalOffset = (backbufferHeight - baseScreenSize.Y * scalingFactor) / 2;
}
// Update the transformation matrix
globalTransformation = Matrix.CreateScale(scalingFactor) *
Matrix.CreateTranslation(horizontalOffset, verticalOffset, 0);
// Update the inputTransformation with the Inverted globalTransformation
// TODO inputState.UpdateInputTransformation(Matrix.Invert(globalTransformation));
// Debug info
Debug.WriteLine($"Screen Size - Width[{backbufferWidth}] Height[{backbufferHeight}] ScalingFactor[{scalingFactor}]");
}
}
}