//----------------------------------------------------------------------------- // 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}]"); } } }