axiosengine/axios/ScreenSystem/GameScreen.cs

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#region File Description
//-----------------------------------------------------------------------------
// GameScreen.cs
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//
// Microsoft XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
using System;
using System.IO;
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input.Touch;
namespace GameStateManagement
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{
/// <summary>
/// Enum describes the screen transition state.
/// </summary>
public enum ScreenState
{
TransitionOn,
Active,
TransitionOff,
Hidden,
}
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/// <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
{
public GameScreen()
{
HasVirtualStick = false;
HasCursor = false;
}
public bool HasCursor = false;
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/// <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;
public bool HasVirtualStick { get; set; }
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/// <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;
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/// <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;
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/// <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;
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/// <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; }
}
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/// <summary>
/// Gets the current screen transition state.
/// </summary>
public ScreenState ScreenState
{
get { return screenState; }
protected set { screenState = value; }
}
ScreenState screenState = ScreenState.TransitionOn;
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/// <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;
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/// <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);
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}
}
bool otherScreenHasFocus;
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/// <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;
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/// <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; }
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protected set
{
enabledGestures = value;
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// 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;
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/// <summary>
/// Gets whether or not this screen is serializable. If this is true,
/// the screen will be recorded into the screen manager's state and
/// its Serialize and Deserialize methods will be called as appropriate.
/// If this is false, the screen will be ignored during serialization.
/// By default, all screens are assumed to be serializable.
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/// </summary>
public bool IsSerializable
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{
get { return isSerializable; }
protected set { isSerializable = value; }
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}
bool isSerializable = true;
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/// <summary>
/// Activates the screen. Called when the screen is added to the screen manager or if the game resumes
/// from being paused or tombstoned.
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/// </summary>
/// <param name="instancePreserved">
/// True if the game was preserved during deactivation, false if the screen is just being added or if the game was tombstoned.
/// On Xbox and Windows this will always be false.
/// </param>
public virtual void Activate(bool instancePreserved) { }
/// <summary>
/// Deactivates the screen. Called when the game is being deactivated due to pausing or tombstoning.
/// </summary>
public virtual void Deactivate() { }
/// <summary>
/// Unload content for the screen. Called when the screen is removed from the screen manager.
/// </summary>
public virtual void Unload() { }
public virtual void ReActivate() { }
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/// <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)
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{
this.otherScreenHasFocus = otherScreenHasFocus;
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if (isExiting)
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{
// If the screen is going away to die, it should transition off.
screenState = ScreenState.TransitionOff;
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if (!UpdateTransition(gameTime, transitionOffTime, 1))
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{
// 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))
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{
// Still busy transitioning.
screenState = ScreenState.TransitionOff;
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}
else
{
// Transition finished!
screenState = ScreenState.Hidden;
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}
}
else
{
// Otherwise the screen should transition on and become active.
if (UpdateTransition(gameTime, transitionOnTime, -1))
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{
// Still busy transitioning.
screenState = ScreenState.TransitionOn;
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}
else
{
// Transition finished!
screenState = ScreenState.Active;
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}
}
}
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/// <summary>
/// Helper for updating the screen transition position.
/// </summary>
bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction)
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{
// How much should we move by?
float transitionDelta;
if (time == TimeSpan.Zero)
transitionDelta = 1;
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else
transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds);
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// Update the transition position.
transitionPosition += transitionDelta * direction;
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// Did we reach the end of the transition?
if (((direction < 0) && (transitionPosition <= 0)) ||
((direction > 0) && (transitionPosition >= 1)))
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{
transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1);
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return false;
}
// Otherwise we are still busy transitioning.
return true;
}
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/// <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(GameTime gameTime, InputState input) { }
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/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
public virtual void Draw(GameTime gameTime) { }
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/// <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()
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{
if (TransitionOffTime == TimeSpan.Zero)
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{
// 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;
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}
}
}
}