#region File Description //----------------------------------------------------------------------------- // GameScreenManager.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 RobotGameData.Resource; using RobotGameData.GameObject; #endregion namespace RobotGameData.Screen { /// /// 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 GameScreenManager : DrawableGameComponent { #region Fields List screens = new List(); List screensToUpdate = new List(); GameScreenInput[] screenInput = new GameScreenInput[4]; GameScreen currentScreen = null; GameSceneNode scene2DFadeRoot = null; GameSprite2D fadeSprite = null; Sprite2DObject fadeObject = null; bool traceEnabled; #endregion #region Properties /// /// Expose access to our Game instance (this is protected in the /// default GameComponent, but we want to make it public). /// new public Game Game { get { return base.Game; } } /// /// A content manager used to load data that is shared between multiple /// screens. This is never unloaded, so if a screen requires a large amount /// of temporary data, it should create a local content manager instead. /// public static ContentManager Content { get { return FrameworkCore.ContentManager; } } /// /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// public static SpriteBatch SpriteBatch { get { return FrameworkCore.RenderContext.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; } } public GameScreen CurrentScreen { get { return currentScreen; } } public int InputCount { get { return screenInput.Length; } } public GameScreenInput SingleInput { get { return screenInput[0]; } } public GameScreenInput[] ScreenInput { get { return screenInput; } } #endregion /// /// Constructs a new screen manager component. /// public GameScreenManager(Game game) : base(game) { scene2DFadeRoot = FrameworkCore.Scene2DFadeLayer; fadeSprite = new GameSprite2D(); scene2DFadeRoot.AddChild(fadeSprite); // Controller screenInput[0] = new GameScreenInput(PlayerIndex.One); screenInput[1] = new GameScreenInput(PlayerIndex.Two); screenInput[2] = new GameScreenInput(PlayerIndex.Three); screenInput[3] = new GameScreenInput(PlayerIndex.Four); } public override void Initialize() { base.Initialize(); } /// /// Load your graphics content. /// protected override void LoadContent() { // Load content belonging to the screen manager. fadeSprite.Create(1, "blank"); fadeObject = fadeSprite.AddSprite(0, "Screen fade"); fadeObject.ScreenSize = new Vector2(FrameworkCore.ViewWidth, FrameworkCore.ViewHeight); fadeObject.Visible = false; // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } public void OnSize(Rectangle newRect) { if (fadeObject != null) fadeObject.ScreenSize = new Vector2(newRect.Width, newRect.Height); foreach (GameScreen screen in screens) { screen.OnSize(newRect); } } /// /// Unload your graphics content. /// protected override void UnloadContent() { // Unload content belonging to the screen manager. scene2DFadeRoot.RemoveAllChild(true); // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #region Update and Draw /// /// 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(gameTime); 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); Trace.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 /// /// Adds a new screen to the screen manager. /// public void AddScreen(GameScreen screen, bool callLoadContent) { screen.GameScreenManager = this; // If we have a graphics device, tell the screen to load content. if (GraphicsDevice != null && callLoadContent) { screen.LoadContent(); } screen.InitializeScreen(); screens.Add(screen); currentScreen = screen; for (int i = 0; i < screenInput.Length; i++) screenInput[i].Reset(); } /// /// 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) { screen.FinalizeScreen(); // If we have a graphics device, tell the screen to unload content. if (GraphicsDevice != null) { screen.UnloadContent(); } if (currentScreen == screen) currentScreen = null; 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(); } /// /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// public void FadeBackBufferToBlack(int alpha) { if (alpha > 0) { fadeObject.Visible = true; fadeObject.Color = new Color(0, 0, 0, (byte)alpha); } else { fadeObject.Visible = false; } } } }