#region File Description //----------------------------------------------------------------------------- // NetworkBusyScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; #endregion namespace NetworkStateManagement { /// /// When an asynchronous network operation (for instance searching for or joining a /// session) is in progress, we want to display some sort of busy indicator to let /// the user know the game hasn't just locked up. We also want to make sure they /// can't pick some other menu option before the current operation has finished. /// This screen takes care of both requirements in a single stroke. It monitors /// the IAsyncResult returned by an asynchronous network call, displaying a busy /// indicator for as long as the call is still in progress. When it notices the /// IAsyncResult has completed, it raises an event to let the game know it should /// proceed to the next step, after which the busy screen automatically goes away. /// Because this screen is on top of all others for as long as the asynchronous /// operation is in progress, it automatically takes over all user input, /// preventing any other menu entries being selected until the operation completes. /// class NetworkBusyScreen : GameScreen { #region Fields IAsyncResult asyncResult; Texture2D gradientTexture; Texture2D catTexture; #endregion #region Events public event EventHandler OperationCompleted; #endregion #region Initialization /// /// Constructs a network busy screen for the specified asynchronous operation. /// public NetworkBusyScreen (IAsyncResult asyncResult) { this.asyncResult = asyncResult; IsPopup = true; TransitionOnTime = TimeSpan.FromSeconds (0.1); TransitionOffTime = TimeSpan.FromSeconds (0.2); } /// /// Loads graphics content for this screen. This uses the shared ContentManager /// provided by the Game class, so the content will remain loaded forever. /// Whenever a subsequent NetworkBusyScreen tries to load this same content, /// it will just get back another reference to the already loaded data. /// public override void LoadContent () { ContentManager content = ScreenManager.Game.Content; gradientTexture = content.Load ("gradient"); catTexture = content.Load ("cat"); } #endregion #region Update and Draw /// /// Updates the NetworkBusyScreen. /// public override void Update (GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update (gameTime, otherScreenHasFocus, coveredByOtherScreen); // Has our asynchronous operation completed? if ((asyncResult != null) && asyncResult.IsCompleted) { // If so, raise the OperationCompleted event. if (OperationCompleted != null) { OperationCompleted (this, new OperationCompletedEventArgs (asyncResult)); } ExitScreen (); asyncResult = null; } } /// /// Draws the NetworkBusyScreen. /// public override void Draw (GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; string message = Resources.NetworkBusy; const int hPad = 32 ; const int vPad = 16 ; // Center the message text in the viewport. Viewport viewport = ScreenManager.GraphicsDevice.Viewport; Vector2 viewportSize = new Vector2 (viewport.Width, viewport.Height); Vector2 textSize = font.MeasureString (message); // Add enough room to spin a cat. Vector2 catSize = new Vector2 (catTexture.Width); textSize.X = Math.Max (textSize.X, catSize.X); textSize.Y += catSize.Y + vPad; Vector2 textPosition = (viewportSize - textSize) / 2; // The background includes a border somewhat larger than the text itself. Rectangle backgroundRectangle = new Rectangle ((int)textPosition.X - hPad, (int)textPosition.Y - vPad, (int)textSize.X + hPad * 2, (int)textSize.Y + vPad * 2); // Fade the popup alpha during transitions. Color color = Color.White * TransitionAlpha; spriteBatch.Begin (); // Draw the background rectangle. spriteBatch.Draw (gradientTexture, backgroundRectangle, color); // Draw the message box text. spriteBatch.DrawString (font, message, textPosition, color); // Draw the spinning cat progress indicator. float catRotation = (float)gameTime.TotalGameTime.TotalSeconds * 3; Vector2 catPosition = new Vector2 (textPosition.X + textSize.X / 2, textPosition.Y + textSize.Y - catSize.Y / 2); spriteBatch.Draw (catTexture, catPosition, null, color, catRotation, catSize / 2, 1, SpriteEffects.None, 0); spriteBatch.End (); } #endregion } }