#region File Description
//-----------------------------------------------------------------------------
// ScreenManager.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Diagnostics;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
#endregion
namespace NetworkStateManagement
{
///
/// 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.
///
public class ScreenManager : DrawableGameComponent
{
#region Fields
List screens = new List();
List screensToUpdate = new List();
InputState input = new InputState();
SpriteBatch spriteBatch;
SpriteFont font;
Texture2D blankTexture;
bool isInitialized;
bool traceEnabled;
#endregion
#region Properties
///
/// 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; }
}
///
/// A default font shared by all the screens. This saves
/// each screen having to bother loading their own local copy.
///
public SpriteFont Font
{
get { return font; }
}
///
/// 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; }
}
#endregion
#region Initialization
///
/// Constructs a new screen manager component.
///
public ScreenManager(Game game)
: base(game)
{
// we must set EnabledGestures before we can query for them, but
// we don't assume the game wants to read them.
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);
font = content.Load("menufont");
blankTexture = content.Load("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();
}
}
#endregion
#region Update and Draw
///
/// Allows each screen to run logic.
///
public override void Update(GameTime gameTime)
{
// Read the keyboard and gamepad.
input.Update();
// 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(input);
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);
Debug.WriteLine(string.Join(", ", screenNames.ToArray()));
}
///
/// 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);
}
}
#endregion
#region Public Methods
///
/// Adds a new screen to the screen manager.
///
public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer)
{
screen.ControllingPlayer = controllingPlayer;
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);
// update the TouchPanel to respond to gestures this screen is interested in
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);
// if there is a screen still in the manager, update TouchPanel
// to respond to gestures that screen is interested in.
if (screens.Count > 0)
{
TouchPanel.EnabledGestures = screens[screens.Count - 1].EnabledGestures;
}
}
///
/// 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();
}
///
/// Helper draws a translucent black fullscreen sprite, used for fading
/// screens in and out, and for darkening the background behind popups.
///
public void FadeBackBufferToBlack(float alpha)
{
Viewport viewport = GraphicsDevice.Viewport;
spriteBatch.Begin();
spriteBatch.Draw(blankTexture,
new Rectangle(0, 0, viewport.Width, viewport.Height),
Color.Black * alpha);
spriteBatch.End();
}
#endregion
}
}