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- #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
- {
- /// <summary>
- /// 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.
- /// </summary>
- public class GameScreenManager : DrawableGameComponent
- {
- #region Fields
- List<GameScreen> screens = new List<GameScreen>();
- List<GameScreen> screensToUpdate = new List<GameScreen>();
- GameScreenInput[] screenInput = new GameScreenInput[4];
- GameScreen currentScreen = null;
- GameSceneNode scene2DFadeRoot = null;
-
- GameSprite2D fadeSprite = null;
- Sprite2DObject fadeObject = null;
-
- bool traceEnabled;
- #endregion
- #region Properties
- /// <summary>
- /// Expose access to our Game instance (this is protected in the
- /// default GameComponent, but we want to make it public).
- /// </summary>
- new public Game Game
- {
- get { return base.Game; }
- }
-
- /// <summary>
- /// 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.
- /// </summary>
- public static ContentManager Content
- {
- get { return FrameworkCore.ContentManager; }
- }
- /// <summary>
- /// A default SpriteBatch shared by all the screens. This saves
- /// each screen having to bother creating their own local instance.
- /// </summary>
- public static SpriteBatch SpriteBatch
- {
- get { return FrameworkCore.RenderContext.SpriteBatch; }
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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
- /// <summary>
- /// Constructs a new screen manager component.
- /// </summary>
- 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();
- }
- /// <summary>
- /// Load your graphics content.
- /// </summary>
- 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);
- }
- }
- /// <summary>
- /// Unload your graphics content.
- /// </summary>
- 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
- /// <summary>
- /// Allows each screen to run logic.
- /// </summary>
- 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();
- }
- /// <summary>
- /// Prints a list of all the screens, for debugging.
- /// </summary>
- void TraceScreens()
- {
- List<string> screenNames = new List<string>();
- foreach (GameScreen screen in screens)
- screenNames.Add(screen.GetType().Name);
- Trace.WriteLine(string.Join(", ", screenNames.ToArray()));
- }
- /// <summary>
- /// Tells each screen to draw itself.
- /// </summary>
- public override void Draw(GameTime gameTime)
- {
- foreach (GameScreen screen in screens)
- {
- if (screen.ScreenState == ScreenState.Hidden)
- continue;
-
- screen.Draw(gameTime);
- }
- }
- #endregion
- /// <summary>
- /// Adds a new screen to the screen manager.
- /// </summary>
- 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();
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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);
- }
- /// <summary>
- /// 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.
- /// </summary>
- public GameScreen[] GetScreens()
- {
- return screens.ToArray();
- }
- /// <summary>
- /// Helper draws a translucent black fullscreen sprite, used for fading
- /// screens in and out, and for darkening the background behind popups.
- /// </summary>
- public void FadeBackBufferToBlack(int alpha)
- {
- if (alpha > 0)
- {
- fadeObject.Visible = true;
- fadeObject.Color = new Color(0, 0, 0, (byte)alpha);
- }
- else
- {
- fadeObject.Visible = false;
- }
- }
- }
- }
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