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ControlsScreen.cs 18 KB

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  1. #region File Description
  2. //-----------------------------------------------------------------------------
  3. // ControlsScreen.cs
  4. //
  5. // Microsoft XNA Community Game Platform
  6. // Copyright (C) Microsoft Corporation. All rights reserved.
  7. //-----------------------------------------------------------------------------
  8. #endregion
  9. #region Using Statements
  10. using System;
  11. using System.Collections.Generic;
  12. using System.Text;
  13. using Microsoft.Xna.Framework;
  14. using Microsoft.Xna.Framework.Graphics;
  15. using Microsoft.Xna.Framework.Content;
  16. using RolePlayingGameData;
  17. #endregion
  18. namespace RolePlaying
  19. {
  20. /// <summary>
  21. /// Displays the in-game controls to the user.
  22. /// </summary>
  23. /// <remarks>One possible extension would be to enable control remapping.</remarks>
  24. class ControlsScreen : GameScreen
  25. {
  26. #region Private Types
  27. /// <summary>
  28. /// Holds the GamePad control info to display
  29. /// </summary>
  30. private struct GamePadInfo
  31. {
  32. public string text;
  33. public Vector2 textPosition;
  34. }
  35. /// <summary>
  36. /// Holds the Keyboard control info to display
  37. /// </summary>
  38. private struct KeyboardInfo
  39. {
  40. public InputManager.ActionMap[] totalActionList;
  41. public int selectedIndex;
  42. }
  43. #endregion
  44. #region Graphics Data
  45. private Texture2D backgroundTexture;
  46. private Texture2D plankTexture;
  47. private Vector2 plankPosition;
  48. private Vector2 titlePosition;
  49. private Vector2 actionPosition;
  50. private Vector2 key1Position;
  51. private Vector2 key2Position;
  52. private Texture2D baseBorderTexture;
  53. private Vector2 baseBorderPosition = new Vector2(200, 570);
  54. private Texture2D scrollUpTexture;
  55. private Texture2D scrollDownTexture;
  56. private Vector2 scrollUpPosition = new Vector2(990, 235);
  57. private Vector2 scrollDownPosition = new Vector2(990, 490);
  58. private Texture2D rightTriggerButton;
  59. private Texture2D leftTriggerButton;
  60. private Vector2 rightTriggerPosition;
  61. private Vector2 leftTriggerPosition;
  62. private Texture2D controlPadTexture;
  63. private Vector2 controlPosition = new Vector2(450, 180);
  64. private Texture2D keyboardTexture;
  65. private Vector2 keyboardPosition = new Vector2(305, 185);
  66. private float chartLine1Position;
  67. private float chartLine2Position;
  68. private float chartLine3Position;
  69. private float chartLine4Position;
  70. private Texture2D backTexture;
  71. private readonly Vector2 backPosition = new Vector2(225, 610);
  72. #endregion
  73. #region Control Display Data
  74. private bool isShowControlPad;
  75. private GamePadInfo[] leftStrings = new GamePadInfo[7];
  76. private GamePadInfo[] rightStrings = new GamePadInfo[6];
  77. private KeyboardInfo keyboardInfo;
  78. private int startIndex = 0;
  79. private const int maxActionDisplay = 6;
  80. #endregion
  81. #region Initialization
  82. /// <summary>
  83. /// Creates a new ControlsScreen object.
  84. /// </summary>
  85. public ControlsScreen()
  86. : base()
  87. {
  88. TransitionOnTime = TimeSpan.FromSeconds(0.5);
  89. chartLine1Position = keyboardPosition.X + 30;
  90. chartLine2Position = keyboardPosition.X + 340;
  91. chartLine3Position = keyboardPosition.X + 510;
  92. chartLine4Position = keyboardPosition.X + 670;
  93. isShowControlPad = true;
  94. }
  95. /// <summary>
  96. /// Loads the graphics content required for this screen.
  97. /// </summary>
  98. public override void LoadContent()
  99. {
  100. Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
  101. keyboardInfo.totalActionList = InputManager.ActionMaps;
  102. keyboardInfo.selectedIndex = 0;
  103. const int leftStringsPosition = 450;
  104. const int rightStringPosition = 818;
  105. float height = Fonts.DescriptionFont.LineSpacing - 5;
  106. // Set the data for gamepad control to display
  107. leftStrings[0].text = "Page Left";
  108. leftStrings[0].textPosition = new Vector2(leftStringsPosition -
  109. Fonts.DescriptionFont.MeasureString(leftStrings[0].text).X, 170);
  110. leftStrings[1].text = "N/A";
  111. leftStrings[1].textPosition = new Vector2(leftStringsPosition -
  112. Fonts.DescriptionFont.MeasureString(leftStrings[1].text).X, 220);
  113. leftStrings[2].text = "Main Menu";
  114. leftStrings[2].textPosition = new Vector2(leftStringsPosition -
  115. Fonts.DescriptionFont.MeasureString(leftStrings[2].text).X, 290);
  116. leftStrings[3].text = "Exit Game";
  117. leftStrings[3].textPosition = new Vector2(leftStringsPosition -
  118. Fonts.DescriptionFont.MeasureString(leftStrings[3].text).X, 340);
  119. leftStrings[4].text = "Navigation";
  120. leftStrings[4].textPosition = new Vector2(leftStringsPosition -
  121. Fonts.DescriptionFont.MeasureString(leftStrings[4].text).X, 400);
  122. leftStrings[5].text = "Navigation";
  123. leftStrings[5].textPosition = new Vector2(leftStringsPosition -
  124. Fonts.DescriptionFont.MeasureString(leftStrings[5].text).X, 455);
  125. leftStrings[6].text = "N/A";
  126. leftStrings[6].textPosition = new Vector2(leftStringsPosition -
  127. Fonts.DescriptionFont.MeasureString(leftStrings[6].text).X, 510);
  128. rightStrings[0].text = "Page Right";
  129. rightStrings[0].textPosition = new Vector2(rightStringPosition, 170);
  130. rightStrings[1].text = "N/A";
  131. rightStrings[1].textPosition = new Vector2(rightStringPosition, 230);
  132. rightStrings[2].text = "Character Management";
  133. rightStrings[2].textPosition = new Vector2(rightStringPosition, 295);
  134. rightStrings[3].text = "Back";
  135. rightStrings[3].textPosition = new Vector2(rightStringPosition, 355);
  136. rightStrings[4].text = "OK";
  137. rightStrings[4].textPosition = new Vector2(rightStringPosition, 435);
  138. rightStrings[5].text = "Drop Gear";
  139. rightStrings[5].textPosition = new Vector2(rightStringPosition, 510);
  140. ContentManager content = ScreenManager.Game.Content;
  141. backgroundTexture =
  142. content.Load<Texture2D>(@"Textures\MainMenu\MainMenu");
  143. keyboardTexture =
  144. content.Load<Texture2D>(@"Textures\MainMenu\KeyboardBkgd");
  145. plankTexture =
  146. content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
  147. backTexture =
  148. content.Load<Texture2D>(@"Textures\Buttons\BButton");
  149. baseBorderTexture =
  150. content.Load<Texture2D>(@"Textures\GameScreens\LineBorder");
  151. controlPadTexture =
  152. content.Load<Texture2D>(@"Textures\MainMenu\ControlJoystick");
  153. scrollUpTexture =
  154. content.Load<Texture2D>(@"Textures\GameScreens\ScrollUp");
  155. scrollDownTexture =
  156. content.Load<Texture2D>(@"Textures\GameScreens\ScrollDown");
  157. rightTriggerButton =
  158. content.Load<Texture2D>(@"Textures\Buttons\RightTriggerButton");
  159. leftTriggerButton =
  160. content.Load<Texture2D>(@"Textures\Buttons\LeftTriggerButton");
  161. plankPosition.X = backgroundTexture.Width / 2 - plankTexture.Width / 2;
  162. plankPosition.Y = 60;
  163. rightTriggerPosition.X = 900;
  164. rightTriggerPosition.Y = 50;
  165. leftTriggerPosition.X = 320;
  166. leftTriggerPosition.Y = 50;
  167. base.LoadContent();
  168. }
  169. #endregion
  170. #region Updating
  171. /// <summary>
  172. /// Handles user input.
  173. /// </summary>
  174. public override void HandleInput()
  175. {
  176. // exit the screen
  177. if (InputManager.IsActionTriggered(InputManager.Action.Back))
  178. {
  179. ExitScreen();
  180. }
  181. #if !XBOX
  182. // toggle between keyboard and gamepad controls
  183. else if (InputManager.IsActionTriggered(InputManager.Action.PageLeft) ||
  184. InputManager.IsActionTriggered(InputManager.Action.PageRight))
  185. {
  186. isShowControlPad = !isShowControlPad;
  187. }
  188. // scroll through the keyboard controls
  189. if (isShowControlPad == false)
  190. {
  191. if (InputManager.IsActionTriggered(InputManager.Action.CursorDown))
  192. {
  193. if (startIndex < keyboardInfo.totalActionList.Length -
  194. maxActionDisplay)
  195. {
  196. startIndex++;
  197. keyboardInfo.selectedIndex++;
  198. }
  199. }
  200. if (InputManager.IsActionTriggered(InputManager.Action.CursorUp))
  201. {
  202. if (startIndex > 0)
  203. {
  204. startIndex--;
  205. keyboardInfo.selectedIndex--;
  206. }
  207. }
  208. }
  209. #endif
  210. }
  211. #endregion
  212. #region Drawing
  213. /// <summary>
  214. /// Draws the control screen
  215. /// </summary>
  216. /// <param name="gameTime">Provides a snapshot of timing values</param>
  217. public override void Draw(GameTime gameTime)
  218. {
  219. SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
  220. Vector2 textPosition = Vector2.Zero;
  221. spriteBatch.Begin();
  222. // Draw the background texture
  223. spriteBatch.Draw(backgroundTexture, Vector2.Zero, Color.White);
  224. // Draw the back icon and text
  225. spriteBatch.Draw(backTexture, backPosition, Color.White);
  226. spriteBatch.DrawString(Fonts.ButtonNamesFont, "Back",
  227. new Vector2(backPosition.X + 55, backPosition.Y + 5), Color.White);
  228. // Draw the plank
  229. spriteBatch.Draw(plankTexture, plankPosition, Color.White);
  230. #if !XBOX
  231. // Draw the trigger buttons
  232. spriteBatch.Draw(leftTriggerButton, leftTriggerPosition, Color.White);
  233. spriteBatch.Draw(rightTriggerButton, rightTriggerPosition, Color.White);
  234. #endif
  235. // Draw the base border
  236. spriteBatch.Draw(baseBorderTexture, baseBorderPosition, Color.White);
  237. // draw the control pad screen
  238. if (isShowControlPad)
  239. {
  240. spriteBatch.Draw(controlPadTexture, controlPosition,
  241. Color.White);
  242. for (int i = 0; i < leftStrings.Length; i++)
  243. {
  244. spriteBatch.DrawString(Fonts.DescriptionFont, leftStrings[i].text,
  245. leftStrings[i].textPosition, Color.Black);
  246. }
  247. for (int i = 0; i < rightStrings.Length; i++)
  248. {
  249. spriteBatch.DrawString(Fonts.DescriptionFont, rightStrings[i].text,
  250. rightStrings[i].textPosition, Color.Black);
  251. }
  252. #if !XBOX
  253. // Near left trigger
  254. spriteBatch.DrawString(Fonts.PlayerStatisticsFont, "Keyboard",
  255. new Vector2(leftTriggerPosition.X + (leftTriggerButton.Width -
  256. Fonts.PlayerStatisticsFont.MeasureString("Keyboard").X) / 2,
  257. rightTriggerPosition.Y + 85),
  258. Color.Black);
  259. // Near right trigger
  260. spriteBatch.DrawString(Fonts.PlayerStatisticsFont, "Keyboard",
  261. new Vector2(rightTriggerPosition.X + (rightTriggerButton.Width -
  262. Fonts.PlayerStatisticsFont.MeasureString("Keyboard").X) / 2,
  263. rightTriggerPosition.Y + 85),
  264. Color.Black);
  265. #endif
  266. // Draw the title text
  267. titlePosition.X = plankPosition.X + (plankTexture.Width -
  268. Fonts.HeaderFont.MeasureString("Gamepad").X) / 2;
  269. titlePosition.Y = plankPosition.Y + (plankTexture.Height -
  270. Fonts.HeaderFont.MeasureString("Gamepad").Y) / 2;
  271. spriteBatch.DrawString(Fonts.HeaderFont, "Gamepad", titlePosition,
  272. Fonts.TitleColor);
  273. }
  274. else // draws the keyboard screen
  275. {
  276. const float spacing = 47;
  277. string keyboardString;
  278. spriteBatch.Draw(keyboardTexture, keyboardPosition, Color.White);
  279. for (int j = 0, i = startIndex; i < startIndex + maxActionDisplay;
  280. i++, j++)
  281. {
  282. keyboardString = InputManager.GetActionName((InputManager.Action)i);
  283. textPosition.X = chartLine1Position +
  284. ((chartLine2Position - chartLine1Position) -
  285. Fonts.DescriptionFont.MeasureString(keyboardString).X) / 2;
  286. textPosition.Y = 253 + (spacing * j);
  287. // Draw the action
  288. spriteBatch.DrawString(Fonts.DescriptionFont, keyboardString,
  289. textPosition, Color.Black);
  290. // Draw the key one
  291. keyboardString =
  292. keyboardInfo.totalActionList[i].keyboardKeys[0].ToString();
  293. textPosition.X = chartLine2Position +
  294. ((chartLine3Position - chartLine2Position) -
  295. Fonts.DescriptionFont.MeasureString(keyboardString).X) / 2;
  296. spriteBatch.DrawString(Fonts.DescriptionFont, keyboardString,
  297. textPosition, Color.Black);
  298. // Draw the key two
  299. if (keyboardInfo.totalActionList[i].keyboardKeys.Count > 1)
  300. {
  301. keyboardString = keyboardInfo.totalActionList[i].
  302. keyboardKeys[1].ToString();
  303. textPosition.X = chartLine3Position +
  304. ((chartLine4Position - chartLine3Position) -
  305. Fonts.DescriptionFont.MeasureString(keyboardString).X) / 2;
  306. spriteBatch.DrawString(Fonts.DescriptionFont, keyboardString,
  307. textPosition, Color.Black);
  308. }
  309. else
  310. {
  311. textPosition.X = chartLine3Position +
  312. ((chartLine4Position - chartLine3Position) -
  313. Fonts.DescriptionFont.MeasureString("---").X) / 2;
  314. spriteBatch.DrawString(Fonts.DescriptionFont, "---",
  315. textPosition, Color.Black);
  316. }
  317. }
  318. // Draw the Action
  319. actionPosition.X = chartLine1Position +
  320. ((chartLine2Position - chartLine1Position) -
  321. Fonts.CaptionFont.MeasureString("Action").X) / 2;
  322. actionPosition.Y = 200;
  323. spriteBatch.DrawString(Fonts.CaptionFont, "Action", actionPosition,
  324. Fonts.CaptionColor);
  325. // Draw the Key 1
  326. key1Position.X = chartLine2Position +
  327. ((chartLine3Position - chartLine2Position) -
  328. Fonts.CaptionFont.MeasureString("Key 1").X) / 2;
  329. key1Position.Y = 200;
  330. spriteBatch.DrawString(Fonts.CaptionFont, "Key 1", key1Position,
  331. Fonts.CaptionColor);
  332. // Draw the Key 2
  333. key2Position.X = chartLine3Position +
  334. ((chartLine4Position - chartLine3Position) -
  335. Fonts.CaptionFont.MeasureString("Key 2").X) / 2;
  336. key2Position.Y = 200;
  337. spriteBatch.DrawString(Fonts.CaptionFont, "Key 2", key2Position,
  338. Fonts.CaptionColor);
  339. // Near left trigger
  340. spriteBatch.DrawString(Fonts.PlayerStatisticsFont, "Gamepad",
  341. new Vector2(leftTriggerPosition.X + (leftTriggerButton.Width -
  342. Fonts.PlayerStatisticsFont.MeasureString("Gamepad").X) / 2,
  343. rightTriggerPosition.Y + 85), Color.Black);
  344. // Near right trigger
  345. spriteBatch.DrawString(Fonts.PlayerStatisticsFont, "Gamepad",
  346. new Vector2(rightTriggerPosition.X + (rightTriggerButton.Width -
  347. Fonts.PlayerStatisticsFont.MeasureString("Gamepad").X) / 2,
  348. rightTriggerPosition.Y + 85), Color.Black);
  349. // Draw the title text
  350. titlePosition.X = plankPosition.X + (plankTexture.Width -
  351. Fonts.HeaderFont.MeasureString("Keyboard").X) / 2;
  352. titlePosition.Y = plankPosition.Y + (plankTexture.Height -
  353. Fonts.HeaderFont.MeasureString("Keyboard").Y) / 2;
  354. spriteBatch.DrawString(Fonts.HeaderFont, "Keyboard", titlePosition,
  355. Fonts.TitleColor);
  356. // Draw the scroll textures
  357. spriteBatch.Draw(scrollUpTexture, scrollUpPosition, Color.White);
  358. spriteBatch.Draw(scrollDownTexture, scrollDownPosition, Color.White);
  359. }
  360. spriteBatch.End();
  361. }
  362. #endregion
  363. }
  364. }