axiosengine/axios/ScreenSystem/GameScreen.cs

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2012-03-19 23:57:59 +00:00
#region File Description
//-----------------------------------------------------------------------------
// PlayerIndexEventArgs.cs
//
// XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input.Touch;
namespace FarseerPhysics.SamplesFramework
{
/// <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
{
private GestureType _enabledGestures = GestureType.None;
private bool _otherScreenHasFocus;
public GameScreen()
{
ScreenState = ScreenState.TransitionOn;
TransitionPosition = 1;
TransitionOffTime = TimeSpan.Zero;
TransitionOnTime = TimeSpan.Zero;
HasCursor = false;
HasVirtualStick = false;
}
public bool HasCursor { get; set; }
public bool HasVirtualStick { get; set; }
/// <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; protected set; }
/// <summary>
/// Indicates how long the screen takes to
/// transition on when it is activated.
/// </summary>
public TimeSpan TransitionOnTime { get; protected set; }
/// <summary>
/// Indicates how long the screen takes to
/// transition off when it is deactivated.
/// </summary>
public TimeSpan TransitionOffTime { get; protected set; }
/// <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; protected set; }
/// <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; protected set; }
/// <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; protected internal set; }
public bool AlwaysHasFocus = 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);
}
}
/// <summary>
/// Gets the manager that this screen belongs to.
/// </summary>
public ScreenManager ScreenManager { get; internal set; }
/// <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;
}
}
}
/// <summary>
/// Load graphics content for the screen.
/// </summary>
public virtual void LoadContent()
{
}
/// <summary>
/// Unload content for the screen.
/// </summary>
public virtual void UnloadContent()
{
}
/// <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)
{
_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>
private bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction)
{
// How much should we move by?
float transitionDelta;
if (time == TimeSpan.Zero)
{
transitionDelta = 1f;
}
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(InputHelper input, GameTime gameTime)
{
}
/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
public virtual void Draw(GameTime gameTime)
{
}
/// <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 virtual void ExitScreen()
{
if (TransitionOffTime == TimeSpan.Zero && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
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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;
}
}
}
}