123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335 |
- #region File Description
- //-----------------------------------------------------------------------------
- // GameScreen.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.Input.Touch;
- using System.IO;
- #endregion
- namespace NetworkStateManagement
- {
- /// <summary>
- /// Enum describes the screen transition state.
- /// </summary>
- public enum ScreenState
- {
- TransitionOn,
- Active,
- TransitionOff,
- Hidden,
- }
- /// <summary>
- /// A screen is a single layer that has update and draw logic, and which
- /// can be combined with other layers to build up a complex menu system.
- /// For instance the main menu, the options menu, the "are you sure you
- /// want to quit" message box, and the main game itself are all implemented
- /// as screens.
- /// </summary>
- public abstract class GameScreen
- {
- #region Properties
- /// <summary>
- /// Normally when one screen is brought up over the top of another,
- /// the first screen will transition off to make room for the new
- /// one. This property indicates whether the screen is only a small
- /// popup, in which case screens underneath it do not need to bother
- /// transitioning off.
- /// </summary>
- public bool IsPopup {
- get { return isPopup; }
- protected set { isPopup = value; }
- }
- bool isPopup = false;
- /// <summary>
- /// Indicates how long the screen takes to
- /// transition on when it is activated.
- /// </summary>
- public TimeSpan TransitionOnTime {
- get { return transitionOnTime; }
- protected set { transitionOnTime = value; }
- }
- TimeSpan transitionOnTime = TimeSpan.Zero;
- /// <summary>
- /// Indicates how long the screen takes to
- /// transition off when it is deactivated.
- /// </summary>
- public TimeSpan TransitionOffTime {
- get { return transitionOffTime; }
- protected set { transitionOffTime = value; }
- }
- TimeSpan transitionOffTime = TimeSpan.Zero;
- /// <summary>
- /// Gets the current position of the screen transition, ranging
- /// from zero (fully active, no transition) to one (transitioned
- /// fully off to nothing).
- /// </summary>
- public float TransitionPosition {
- get { return transitionPosition; }
- protected set { transitionPosition = value; }
- }
- float transitionPosition = 1;
- /// <summary>
- /// Gets the current alpha of the screen transition, ranging
- /// from 1 (fully active, no transition) to 0 (transitioned
- /// fully off to nothing).
- /// </summary>
- public float TransitionAlpha {
- get { return 1f - TransitionPosition; }
- }
- /// <summary>
- /// Gets the current screen transition state.
- /// </summary>
- public ScreenState ScreenState {
- get { return screenState; }
- protected set { screenState = value; }
- }
- ScreenState screenState = ScreenState.TransitionOn;
- /// <summary>
- /// There are two possible reasons why a screen might be transitioning
- /// off. It could be temporarily going away to make room for another
- /// screen that is on top of it, or it could be going away for good.
- /// This property indicates whether the screen is exiting for real:
- /// if set, the screen will automatically remove itself as soon as the
- /// transition finishes.
- /// </summary>
- public bool IsExiting {
- get { return isExiting; }
- protected internal set { isExiting = value; }
- }
- bool isExiting = false;
- /// <summary>
- /// Checks whether this screen is active and can respond to user input.
- /// </summary>
- public bool IsActive {
- get {
- return !otherScreenHasFocus &&
- (screenState == ScreenState.TransitionOn ||
- screenState == ScreenState.Active);
- }
- }
- bool otherScreenHasFocus;
- /// <summary>
- /// Gets the manager that this screen belongs to.
- /// </summary>
- public ScreenManager ScreenManager {
- get { return screenManager; }
- internal set { screenManager = value; }
- }
- ScreenManager screenManager;
- /// <summary>
- /// Gets the index of the player who is currently controlling this screen,
- /// or null if it is accepting input from any player. This is used to lock
- /// the game to a specific player profile. The main menu responds to input
- /// from any connected gamepad, but whichever player makes a selection from
- /// this menu is given control over all subsequent screens, so other gamepads
- /// are inactive until the controlling player returns to the main menu.
- /// </summary>
- public PlayerIndex? ControllingPlayer {
- get { return controllingPlayer; }
- internal set { controllingPlayer = value; }
- }
- PlayerIndex? controllingPlayer;
- /// <summary>
- /// Gets the gestures the screen is interested in. Screens should be as specific
- /// as possible with gestures to increase the accuracy of the gesture engine.
- /// For example, most menus only need Tap or perhaps Tap and VerticalDrag to operate.
- /// These gestures are handled by the ScreenManager when screens change and
- /// all gestures are placed in the InputState passed to the HandleInput method.
- /// </summary>
- public GestureType EnabledGestures {
- get { return enabledGestures; }
- protected set {
- enabledGestures = value;
- // the screen manager handles this during screen changes, but
- // if this screen is active and the gesture types are changing,
- // we have to update the TouchPanel ourself.
- if (ScreenState == ScreenState.Active) {
- TouchPanel.EnabledGestures = value;
- }
- }
- }
- GestureType enabledGestures = GestureType.None;
- #endregion
- #region Initialization
- /// <summary>
- /// Load graphics content for the screen.
- /// </summary>
- public virtual void LoadContent ()
- {
- }
- /// <summary>
- /// Unload content for the screen.
- /// </summary>
- public virtual void UnloadContent ()
- {
- }
- #endregion
- #region Update and Draw
- /// <summary>
- /// Allows the screen to run logic, such as updating the transition position.
- /// Unlike HandleInput, this method is called regardless of whether the screen
- /// is active, hidden, or in the middle of a transition.
- /// </summary>
- public virtual void Update (GameTime gameTime, bool otherScreenHasFocus,
- bool coveredByOtherScreen)
- {
- this.otherScreenHasFocus = otherScreenHasFocus;
- if (isExiting) {
- // If the screen is going away to die, it should transition off.
- screenState = ScreenState.TransitionOff;
- if (!UpdateTransition (gameTime, transitionOffTime, 1)) {
- // When the transition finishes, remove the screen.
- ScreenManager.RemoveScreen (this);
- }
- } else if (coveredByOtherScreen) {
- // If the screen is covered by another, it should transition off.
- if (UpdateTransition (gameTime, transitionOffTime, 1)) {
- // Still busy transitioning.
- screenState = ScreenState.TransitionOff;
- } else {
- // Transition finished!
- screenState = ScreenState.Hidden;
- }
- } else {
- // Otherwise the screen should transition on and become active.
- if (UpdateTransition (gameTime, transitionOnTime, -1)) {
- // Still busy transitioning.
- screenState = ScreenState.TransitionOn;
- } else {
- // Transition finished!
- screenState = ScreenState.Active;
- }
- }
- }
- /// <summary>
- /// Helper for updating the screen transition position.
- /// </summary>
- bool UpdateTransition (GameTime gameTime, TimeSpan time, int direction)
- {
- // How much should we move by?
- float transitionDelta;
- if (time == TimeSpan.Zero)
- transitionDelta = 1;
- else
- transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds /
- time.TotalMilliseconds);
- // Update the transition position.
- transitionPosition += transitionDelta * direction;
- // Did we reach the end of the transition?
- if (((direction < 0) && (transitionPosition <= 0)) ||
- ((direction > 0) && (transitionPosition >= 1))) {
- transitionPosition = MathHelper.Clamp (transitionPosition, 0, 1);
- return false;
- }
- // Otherwise we are still busy transitioning.
- return true;
- }
- /// <summary>
- /// Allows the screen to handle user input. Unlike Update, this method
- /// is only called when the screen is active, and not when some other
- /// screen has taken the focus.
- /// </summary>
- public virtual void HandleInput (InputState input)
- {
- }
- /// <summary>
- /// This is called when the screen should draw itself.
- /// </summary>
- public virtual void Draw (GameTime gameTime)
- {
- }
- #endregion
- #region Public Methods
- /// <summary>
- /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which
- /// instantly kills the screen, this method respects the transition timings
- /// and will give the screen a chance to gradually transition off.
- /// </summary>
- public void ExitScreen ()
- {
- if (TransitionOffTime == TimeSpan.Zero) {
- // If the screen has a zero transition time, remove it immediately.
- ScreenManager.RemoveScreen (this);
- } else {
- // Otherwise flag that it should transition off and then exit.
- isExiting = true;
- }
- }
- #endregion
- }
- }
|