Branching starting code for the new GSM
--HG-- branch : axios-newgsm
This commit is contained in:
parent
40b67fb6e8
commit
4057123b6e
@ -190,18 +190,32 @@
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<Compile Include="PrimitiveBatch.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ScreenSystem\BackgroundScreen.cs" />
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<Compile Include="ScreenSystem\Button.cs" />
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<Compile Include="ScreenSystem\Camera2D.cs" />
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<Compile Include="ScreenSystem\ConvertUnits.cs" />
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<Compile Include="ScreenSystem\FramerateCounterComponent.cs" />
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<Compile Include="ScreenSystem\GameplayScreen.cs" />
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<Compile Include="ScreenSystem\GameScreen.cs" />
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<Compile Include="ScreenSystem\IDemoScreen.cs" />
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<Compile Include="ScreenSystem\InputAction.cs" />
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<Compile Include="ScreenSystem\InputHelper.cs" />
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<Compile Include="ScreenSystem\InputState.cs" />
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<Compile Include="ScreenSystem\IScreenFactory.cs" />
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<Compile Include="ScreenSystem\LoadingScreen.cs" />
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<Compile Include="ScreenSystem\LogoScreen.cs" />
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<Compile Include="ScreenSystem\MainMenuScreen.cs" />
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<Compile Include="ScreenSystem\MenuButton.cs" />
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<Compile Include="ScreenSystem\MenuEntry.cs" />
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<Compile Include="ScreenSystem\MenuScreen.cs" />
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<Compile Include="ScreenSystem\MessageBoxScreen.cs" />
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<Compile Include="ScreenSystem\OptionsMenuScreen.cs" />
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<Compile Include="ScreenSystem\PauseMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhoneMainMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhoneMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhonePauseScreen.cs" />
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<Compile Include="ScreenSystem\PhysicsGameScreen.cs" />
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<Compile Include="ScreenSystem\PlayerIndexEventArgs.cs" />
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<Compile Include="ScreenSystem\ScreenManager.cs" />
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<Compile Include="ScreenSystem\ScreenManagerComponent.cs" />
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<Compile Include="ScreenSystem\SpriteFonts.cs" />
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<Compile Include="ScreenSystem\VirtualButton.cs" />
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@ -234,19 +234,33 @@
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<Compile Include="PrimitiveBatch.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ScreenSystem\BackgroundScreen.cs" />
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<Compile Include="ScreenSystem\Button.cs" />
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<Compile Include="ScreenSystem\Camera2D.cs" />
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<Compile Include="ScreenSystem\ConvertUnits.cs" />
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<Compile Include="ScreenSystem\FramerateCounterComponent.cs" />
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<Compile Include="ScreenSystem\GameplayScreen.cs" />
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<Compile Include="ScreenSystem\GameScreen.cs" />
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<Compile Include="ScreenSystem\IDemoScreen.cs" />
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<Compile Include="ScreenSystem\InputAction.cs" />
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<Compile Include="ScreenSystem\InputHelper.cs" />
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<Compile Include="Engine\AxiosGameScreen.cs" />
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<Compile Include="ScreenSystem\InputState.cs" />
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<Compile Include="ScreenSystem\IScreenFactory.cs" />
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<Compile Include="ScreenSystem\LoadingScreen.cs" />
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<Compile Include="ScreenSystem\LogoScreen.cs" />
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<Compile Include="ScreenSystem\MainMenuScreen.cs" />
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<Compile Include="ScreenSystem\MenuButton.cs" />
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<Compile Include="ScreenSystem\MenuEntry.cs" />
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<Compile Include="ScreenSystem\MenuScreen.cs" />
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<Compile Include="ScreenSystem\MessageBoxScreen.cs" />
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<Compile Include="ScreenSystem\OptionsMenuScreen.cs" />
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<Compile Include="ScreenSystem\PauseMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhoneMainMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhoneMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhonePauseScreen.cs" />
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<Compile Include="ScreenSystem\PhysicsGameScreen.cs" />
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<Compile Include="ScreenSystem\PlayerIndexEventArgs.cs" />
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<Compile Include="ScreenSystem\ScreenManager.cs" />
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<Compile Include="ScreenSystem\ScreenManagerComponent.cs" />
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<Compile Include="ScreenSystem\SpriteFonts.cs" />
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<Compile Include="ScreenSystem\VirtualButton.cs" />
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ProjectView>ProjectFiles</ProjectView>
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<ProjectView>ShowAllFiles</ProjectView>
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</PropertyGroup>
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</Project>
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@ -183,18 +183,32 @@
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<Compile Include="PrimitiveBatch.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ScreenSystem\BackgroundScreen.cs" />
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<Compile Include="ScreenSystem\Button.cs" />
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<Compile Include="ScreenSystem\Camera2D.cs" />
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<Compile Include="ScreenSystem\ConvertUnits.cs" />
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<Compile Include="ScreenSystem\FramerateCounterComponent.cs" />
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<Compile Include="ScreenSystem\GameplayScreen.cs" />
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<Compile Include="ScreenSystem\GameScreen.cs" />
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<Compile Include="ScreenSystem\IDemoScreen.cs" />
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<Compile Include="ScreenSystem\InputAction.cs" />
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<Compile Include="ScreenSystem\InputHelper.cs" />
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<Compile Include="ScreenSystem\InputState.cs" />
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<Compile Include="ScreenSystem\IScreenFactory.cs" />
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<Compile Include="ScreenSystem\LoadingScreen.cs" />
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<Compile Include="ScreenSystem\LogoScreen.cs" />
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<Compile Include="ScreenSystem\MainMenuScreen.cs" />
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<Compile Include="ScreenSystem\MenuButton.cs" />
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<Compile Include="ScreenSystem\MenuEntry.cs" />
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<Compile Include="ScreenSystem\MenuScreen.cs" />
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<Compile Include="ScreenSystem\MessageBoxScreen.cs" />
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<Compile Include="ScreenSystem\OptionsMenuScreen.cs" />
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<Compile Include="ScreenSystem\PauseMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhoneMainMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhoneMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhonePauseScreen.cs" />
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<Compile Include="ScreenSystem\PhysicsGameScreen.cs" />
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<Compile Include="ScreenSystem\PlayerIndexEventArgs.cs" />
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<Compile Include="ScreenSystem\ScreenManager.cs" />
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<Compile Include="ScreenSystem\ScreenManagerComponent.cs" />
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<Compile Include="ScreenSystem\SpriteFonts.cs" />
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<Compile Include="ScreenSystem\VirtualButton.cs" />
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@ -8,7 +8,9 @@ using Axios.Engine.UI;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.SamplesFramework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using GameStateManagement;
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namespace Axios.Engine
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{
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@ -158,19 +160,16 @@ namespace Axios.Engine
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AxiosLog.Instance.AddLine("Memory usage after cleanup: ", LoggingFlag.DEBUG);
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}
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public override void ExitScreen()
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public override void Activate(bool instancePreserved)
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{
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base.ExitScreen();
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}
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public override void LoadContent()
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{
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base.LoadContent();
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base.Activate(instancePreserved);
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#if DEBUG
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if (!Axios.Settings.ScreenSaver)
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this.DebugSpriteFont = this.ScreenManager.Content.Load<SpriteFont>(this.DebugTextFont);
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{
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ContentManager man = new ContentManager(ScreenManager.Game.Services, "Content");
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this.DebugSpriteFont = man.Load<SpriteFont>(this.DebugTextFont);
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}
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#endif
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}
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@ -1,24 +1,38 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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#region File Description
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//-----------------------------------------------------------------------------
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// BackgroundScreen.cs
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//
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// Microsoft XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#endregion
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namespace FarseerPhysics.SamplesFramework
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#region Using Statements
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using GameStateManagement;
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#endregion
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namespace GameStateManagement
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{
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/// <summary>
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/// The background screen sits behind all the other menu screens.
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/// It draws a background image that remains fixed in place regardless
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/// of whatever transitions the screens on top of it may be doing.
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/// </summary>
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public class BackgroundScreen : GameScreen
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class BackgroundScreen : GameScreen
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{
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private const float LogoScreenHeightRatio = 0.25f;
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private const float LogoScreenBorderRatio = 0.0375f;
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private const float LogoWidthHeightRatio = 1.4f;
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#region Fields
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ContentManager content;
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Texture2D backgroundTexture;
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#endregion
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#region Initialization
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private Texture2D _backgroundTexture;
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private Rectangle _logoDestination;
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//private Texture2D _logoTexture;
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private Rectangle _viewport;
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/// <summary>
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/// Constructor.
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@ -29,24 +43,40 @@ namespace FarseerPhysics.SamplesFramework
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TransitionOffTime = TimeSpan.FromSeconds(0.5);
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}
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public override void LoadContent()
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/// <summary>
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/// Loads graphics content for this screen. The background texture is quite
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/// big, so we use our own local ContentManager to load it. This allows us
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/// to unload before going from the menus into the game itself, wheras if we
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/// used the shared ContentManager provided by the Game class, the content
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/// would remain loaded forever.
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/// </summary>
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public override void Activate(bool instancePreserved)
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{
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//_logoTexture = ScreenManager.Content.Load<Texture2D>("Common/logo");
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_backgroundTexture = ScreenManager.Content.Load<Texture2D>("Common/gradient");
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if (!instancePreserved)
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{
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if (content == null)
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content = new ContentManager(ScreenManager.Game.Services, "Content");
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Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
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Vector2 logoSize = new Vector2();
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logoSize.Y = viewport.Height * LogoScreenHeightRatio;
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logoSize.X = logoSize.Y * LogoWidthHeightRatio;
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float border = viewport.Height * LogoScreenBorderRatio;
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Vector2 logoPosition = new Vector2(viewport.Width - border - logoSize.X,
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viewport.Height - border - logoSize.Y);
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_logoDestination = new Rectangle((int)logoPosition.X, (int)logoPosition.Y, (int)logoSize.X,
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(int)logoSize.Y);
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_viewport = viewport.Bounds;
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backgroundTexture = content.Load<Texture2D>("background");
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}
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}
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/// <summary>
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/// Unloads graphics content for this screen.
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/// </summary>
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public override void Unload()
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{
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content.Unload();
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}
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#endregion
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#region Update and Draw
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/// <summary>
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/// Updates the background screen. Unlike most screens, this should not
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/// transition off even if it has been covered by another screen: it is
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@ -55,20 +85,30 @@ namespace FarseerPhysics.SamplesFramework
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/// Update method wanting to transition off.
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/// </summary>
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public override void Update(GameTime gameTime, bool otherScreenHasFocus,
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bool coveredByOtherScreen)
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bool coveredByOtherScreen)
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{
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base.Update(gameTime, otherScreenHasFocus, false);
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}
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/// <summary>
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/// Draws the background screen.
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/// </summary>
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public override void Draw(GameTime gameTime)
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{
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ScreenManager.SpriteBatch.Begin();
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ScreenManager.SpriteBatch.Draw(_backgroundTexture, _viewport, Color.White);
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//ScreenManager.SpriteBatch.Draw(_logoTexture, _logoDestination, Color.White * 0.6f);
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ScreenManager.SpriteBatch.End();
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SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
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Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
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Rectangle fullscreen = new Rectangle(0, 0, viewport.Width, viewport.Height);
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spriteBatch.Begin();
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spriteBatch.Draw(backgroundTexture, fullscreen,
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new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha));
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spriteBatch.End();
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}
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||||
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||||
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||||
#endregion
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||||
}
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||||
}
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||||
}
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|
@ -1,6 +1,7 @@
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||||
using System;
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||||
using System.Globalization;
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||||
using Microsoft.Xna.Framework;
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||||
using GameStateManagement;
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||||
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namespace FarseerPhysics.SamplesFramework
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{
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||||
|
@ -1,19 +1,18 @@
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#region File Description
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||||
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||||
//-----------------------------------------------------------------------------
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||||
// PlayerIndexEventArgs.cs
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// GameScreen.cs
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||||
//
|
||||
// XNA Community Game Platform
|
||||
// Microsoft XNA Community Game Platform
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||||
// Copyright (C) Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
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||||
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input.Touch;
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
namespace GameStateManagement
|
||||
{
|
||||
/// <summary>
|
||||
/// Enum describes the screen transition state.
|
||||
@ -26,6 +25,7 @@ namespace FarseerPhysics.SamplesFramework
|
||||
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.
|
||||
@ -35,23 +35,6 @@ namespace FarseerPhysics.SamplesFramework
|
||||
/// </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
|
||||
@ -59,26 +42,54 @@ namespace FarseerPhysics.SamplesFramework
|
||||
/// popup, in which case screens underneath it do not need to bother
|
||||
/// transitioning off.
|
||||
/// </summary>
|
||||
public bool IsPopup { get; protected set; }
|
||||
public bool IsPopup
|
||||
{
|
||||
get { return isPopup; }
|
||||
protected set { isPopup = value; }
|
||||
}
|
||||
|
||||
bool isPopup = false;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Indicates how long the screen takes to
|
||||
/// transition on when it is activated.
|
||||
/// </summary>
|
||||
public TimeSpan TransitionOnTime { get; protected set; }
|
||||
public TimeSpan TransitionOnTime
|
||||
{
|
||||
get { return transitionOnTime; }
|
||||
protected set { transitionOnTime = value; }
|
||||
}
|
||||
|
||||
TimeSpan transitionOnTime = TimeSpan.Zero;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Indicates how long the screen takes to
|
||||
/// transition off when it is deactivated.
|
||||
/// </summary>
|
||||
public TimeSpan TransitionOffTime { get; protected set; }
|
||||
public TimeSpan TransitionOffTime
|
||||
{
|
||||
get { return transitionOffTime; }
|
||||
protected set { transitionOffTime = value; }
|
||||
}
|
||||
|
||||
TimeSpan transitionOffTime = TimeSpan.Zero;
|
||||
|
||||
|
||||
/// <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; }
|
||||
public float TransitionPosition
|
||||
{
|
||||
get { return transitionPosition; }
|
||||
protected set { transitionPosition = value; }
|
||||
}
|
||||
|
||||
float transitionPosition = 1;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current alpha of the screen transition, ranging
|
||||
@ -90,10 +101,18 @@ namespace FarseerPhysics.SamplesFramework
|
||||
get { return 1f - TransitionPosition; }
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current screen transition state.
|
||||
/// </summary>
|
||||
public ScreenState ScreenState { get; protected set; }
|
||||
public ScreenState ScreenState
|
||||
{
|
||||
get { return screenState; }
|
||||
protected set { screenState = value; }
|
||||
}
|
||||
|
||||
ScreenState screenState = ScreenState.TransitionOn;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// There are two possible reasons why a screen might be transitioning
|
||||
@ -103,9 +122,14 @@ namespace FarseerPhysics.SamplesFramework
|
||||
/// if set, the screen will automatically remove itself as soon as the
|
||||
/// transition finishes.
|
||||
/// </summary>
|
||||
public bool IsExiting { get; protected internal set; }
|
||||
public bool IsExiting
|
||||
{
|
||||
get { return isExiting; }
|
||||
protected internal set { isExiting = value; }
|
||||
}
|
||||
|
||||
bool isExiting = false;
|
||||
|
||||
public bool AlwaysHasFocus = false;
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether this screen is active and can respond to user input.
|
||||
@ -114,16 +138,43 @@ namespace FarseerPhysics.SamplesFramework
|
||||
{
|
||||
get
|
||||
{
|
||||
return !_otherScreenHasFocus &&
|
||||
(ScreenState == ScreenState.TransitionOn ||
|
||||
ScreenState == ScreenState.Active);
|
||||
return !otherScreenHasFocus &&
|
||||
(screenState == ScreenState.TransitionOn ||
|
||||
screenState == ScreenState.Active);
|
||||
}
|
||||
}
|
||||
|
||||
bool otherScreenHasFocus;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets the manager that this screen belongs to.
|
||||
/// </summary>
|
||||
public ScreenManager ScreenManager { get; internal set; }
|
||||
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;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets the gestures the screen is interested in. Screens should be as specific
|
||||
@ -134,10 +185,10 @@ namespace FarseerPhysics.SamplesFramework
|
||||
/// </summary>
|
||||
public GestureType EnabledGestures
|
||||
{
|
||||
get { return _enabledGestures; }
|
||||
get { return enabledGestures; }
|
||||
protected set
|
||||
{
|
||||
_enabledGestures = value;
|
||||
enabledGestures = value;
|
||||
|
||||
// the screen manager handles this during screen changes, but
|
||||
// if this screen is active and the gesture types are changing,
|
||||
@ -149,36 +200,62 @@ namespace FarseerPhysics.SamplesFramework
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load graphics content for the screen.
|
||||
/// </summary>
|
||||
public virtual void LoadContent()
|
||||
{
|
||||
}
|
||||
GestureType enabledGestures = GestureType.None;
|
||||
|
||||
/// <summary>
|
||||
/// Unload content for the screen.
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public virtual void UnloadContent()
|
||||
public bool IsSerializable
|
||||
{
|
||||
get { return isSerializable; }
|
||||
protected set { isSerializable = value; }
|
||||
}
|
||||
|
||||
bool isSerializable = true;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Activates the screen. Called when the screen is added to the screen manager or if the game resumes
|
||||
/// from being paused or tombstoned.
|
||||
/// </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() { }
|
||||
|
||||
|
||||
/// <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)
|
||||
public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
|
||||
{
|
||||
_otherScreenHasFocus = otherScreenHasFocus;
|
||||
this.otherScreenHasFocus = otherScreenHasFocus;
|
||||
|
||||
if (IsExiting)
|
||||
if (isExiting)
|
||||
{
|
||||
// If the screen is going away to die, it should transition off.
|
||||
ScreenState = ScreenState.TransitionOff;
|
||||
screenState = ScreenState.TransitionOff;
|
||||
|
||||
if (!UpdateTransition(gameTime, TransitionOffTime, 1))
|
||||
if (!UpdateTransition(gameTime, transitionOffTime, 1))
|
||||
{
|
||||
// When the transition finishes, remove the screen.
|
||||
ScreenManager.RemoveScreen(this);
|
||||
@ -187,59 +264,55 @@ namespace FarseerPhysics.SamplesFramework
|
||||
else if (coveredByOtherScreen)
|
||||
{
|
||||
// If the screen is covered by another, it should transition off.
|
||||
if (UpdateTransition(gameTime, TransitionOffTime, 1))
|
||||
if (UpdateTransition(gameTime, transitionOffTime, 1))
|
||||
{
|
||||
// Still busy transitioning.
|
||||
ScreenState = ScreenState.TransitionOff;
|
||||
screenState = ScreenState.TransitionOff;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Transition finished!
|
||||
ScreenState = ScreenState.Hidden;
|
||||
screenState = ScreenState.Hidden;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise the screen should transition on and become active.
|
||||
if (UpdateTransition(gameTime, TransitionOnTime, -1))
|
||||
if (UpdateTransition(gameTime, transitionOnTime, -1))
|
||||
{
|
||||
// Still busy transitioning.
|
||||
ScreenState = ScreenState.TransitionOn;
|
||||
screenState = ScreenState.TransitionOn;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Transition finished!
|
||||
ScreenState = ScreenState.Active;
|
||||
screenState = ScreenState.Active;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Helper for updating the screen transition position.
|
||||
/// </summary>
|
||||
private bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction)
|
||||
bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction)
|
||||
{
|
||||
// How much should we move by?
|
||||
float transitionDelta;
|
||||
|
||||
if (time == TimeSpan.Zero)
|
||||
{
|
||||
transitionDelta = 1f;
|
||||
}
|
||||
transitionDelta = 1;
|
||||
else
|
||||
{
|
||||
transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds /
|
||||
time.TotalMilliseconds);
|
||||
}
|
||||
transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds);
|
||||
|
||||
// Update the transition position.
|
||||
TransitionPosition += transitionDelta * direction;
|
||||
transitionPosition += transitionDelta * direction;
|
||||
|
||||
// Did we reach the end of the transition?
|
||||
if (((direction < 0) && (TransitionPosition <= 0)) ||
|
||||
((direction > 0) && (TransitionPosition >= 1)))
|
||||
if (((direction < 0) && (transitionPosition <= 0)) ||
|
||||
((direction > 0) && (transitionPosition >= 1)))
|
||||
{
|
||||
TransitionPosition = MathHelper.Clamp(TransitionPosition, 0, 1);
|
||||
transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -247,30 +320,29 @@ namespace FarseerPhysics.SamplesFramework
|
||||
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)
|
||||
{
|
||||
}
|
||||
public virtual void HandleInput(GameTime gameTime, InputState input) { }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// This is called when the screen should draw itself.
|
||||
/// </summary>
|
||||
public virtual void Draw(GameTime gameTime)
|
||||
{
|
||||
}
|
||||
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()
|
||||
public void ExitScreen()
|
||||
{
|
||||
if (TransitionOffTime == TimeSpan.Zero && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
|
||||
if (TransitionOffTime == TimeSpan.Zero)
|
||||
{
|
||||
// If the screen has a zero transition time, remove it immediately.
|
||||
ScreenManager.RemoveScreen(this);
|
||||
@ -278,8 +350,8 @@ namespace FarseerPhysics.SamplesFramework
|
||||
else
|
||||
{
|
||||
// Otherwise flag that it should transition off and then exit.
|
||||
IsExiting = true;
|
||||
isExiting = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework.Input.Touch;
|
||||
using GameStateManagement;
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
{
|
||||
|
@ -3,8 +3,9 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using FarseerPhysics.SamplesFramework;
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
namespace GameStateManagement
|
||||
{
|
||||
public class LogoScreen : GameScreen
|
||||
{
|
||||
@ -29,34 +30,38 @@ namespace FarseerPhysics.SamplesFramework
|
||||
/// used the shared ContentManager provided by the Game class, the content
|
||||
/// would remain loaded forever.
|
||||
/// </summary>
|
||||
public override void LoadContent()
|
||||
public override void Activate(bool instancePreserved)
|
||||
{
|
||||
if (_content == null)
|
||||
if (!instancePreserved)
|
||||
{
|
||||
_content = new ContentManager(ScreenManager.Game.Services, "Content");
|
||||
if (_content == null)
|
||||
{
|
||||
_content = new ContentManager(ScreenManager.Game.Services, "Content");
|
||||
}
|
||||
|
||||
_farseerLogoTexture = _content.Load<Texture2D>("Common/logo");
|
||||
|
||||
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
|
||||
int rectHeight = (int)(viewport.Height * LogoScreenHeightRatio);
|
||||
int rectWidth = (int)(rectHeight * LogoWidthHeightRatio);
|
||||
int posX = viewport.Bounds.Center.X - rectWidth / 2;
|
||||
int posY = viewport.Bounds.Center.Y - rectHeight / 2;
|
||||
|
||||
_destination = new Rectangle(posX, posY, rectWidth, rectHeight);
|
||||
}
|
||||
|
||||
_farseerLogoTexture = _content.Load<Texture2D>("Common/logo");
|
||||
|
||||
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
|
||||
int rectHeight = (int)(viewport.Height * LogoScreenHeightRatio);
|
||||
int rectWidth = (int)(rectHeight * LogoWidthHeightRatio);
|
||||
int posX = viewport.Bounds.Center.X - rectWidth / 2;
|
||||
int posY = viewport.Bounds.Center.Y - rectHeight / 2;
|
||||
|
||||
_destination = new Rectangle(posX, posY, rectWidth, rectHeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unloads graphics content for this screen.
|
||||
/// </summary>
|
||||
public override void UnloadContent()
|
||||
public override void Unload()
|
||||
{
|
||||
_content.Unload();
|
||||
}
|
||||
|
||||
public override void HandleInput(InputHelper input, GameTime gameTime)
|
||||
public override void HandleInput(GameTime gameTime, InputState input)
|
||||
{
|
||||
//input.
|
||||
if (input.KeyboardState.GetPressedKeys().Length > 0 ||
|
||||
input.GamePadState.IsButtonDown(Buttons.A | Buttons.Start | Buttons.Back) ||
|
||||
input.MouseState.LeftButton == ButtonState.Pressed)
|
||||
|
@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
namespace GameStateManagement
|
||||
{
|
||||
/// <summary>
|
||||
/// Helper class represents a single entry in a MenuScreen. By default this
|
||||
|
@ -1,39 +1,35 @@
|
||||
using System;
|
||||
#region File Description
|
||||
//-----------------------------------------------------------------------------
|
||||
// MenuEntry.cs
|
||||
//
|
||||
// XNA Community Game Platform
|
||||
// Copyright (C) Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#endregion
|
||||
|
||||
#region Using Statements
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using GameStateManagement;
|
||||
#endregion
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
namespace GameStateManagement
|
||||
{
|
||||
public enum EntryType
|
||||
{
|
||||
Screen,
|
||||
Separator,
|
||||
ExitItem,
|
||||
BackItem
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper class represents a single entry in a MenuScreen. By default this
|
||||
/// just draws the entry text string, but it can be customized to display menu
|
||||
/// entries in different ways. This also provides an event that will be raised
|
||||
/// when the menu entry is selected.
|
||||
/// </summary>
|
||||
public sealed class MenuEntry
|
||||
class MenuEntry
|
||||
{
|
||||
private float _alpha;
|
||||
private Vector2 _baseOrigin;
|
||||
|
||||
private float _height;
|
||||
private MenuScreen _menu;
|
||||
#region Fields
|
||||
|
||||
/// <summary>
|
||||
/// The position at which the entry is drawn. This is set by the MenuScreen
|
||||
/// each frame in Update.
|
||||
/// The text rendered for this entry.
|
||||
/// </summary>
|
||||
private Vector2 _position;
|
||||
|
||||
private float _scale;
|
||||
private GameScreen _screen;
|
||||
string text;
|
||||
|
||||
/// <summary>
|
||||
/// Tracks a fading selection effect on the entry.
|
||||
@ -41,28 +37,17 @@ namespace FarseerPhysics.SamplesFramework
|
||||
/// <remarks>
|
||||
/// The entries transition out of the selection effect when they are deselected.
|
||||
/// </remarks>
|
||||
private float _selectionFade;
|
||||
float selectionFade;
|
||||
|
||||
/// <summary>
|
||||
/// The text rendered for this entry.
|
||||
/// The position at which the entry is drawn. This is set by the MenuScreen
|
||||
/// each frame in Update.
|
||||
/// </summary>
|
||||
private string _text;
|
||||
Vector2 position;
|
||||
|
||||
private EntryType _type;
|
||||
private float _width;
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new menu entry with the specified text.
|
||||
/// </summary>
|
||||
public MenuEntry(MenuScreen menu, string text, EntryType type, GameScreen screen)
|
||||
{
|
||||
_text = text;
|
||||
_screen = screen;
|
||||
_type = type;
|
||||
_menu = menu;
|
||||
_scale = 0.9f;
|
||||
_alpha = 1.0f;
|
||||
}
|
||||
#region Properties
|
||||
|
||||
|
||||
/// <summary>
|
||||
@ -70,124 +55,138 @@ namespace FarseerPhysics.SamplesFramework
|
||||
/// </summary>
|
||||
public string Text
|
||||
{
|
||||
get { return _text; }
|
||||
set { _text = value; }
|
||||
get { return text; }
|
||||
set { text = value; }
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the position at which to draw this menu entry.
|
||||
/// </summary>
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return _position; }
|
||||
set { _position = value; }
|
||||
get { return position; }
|
||||
set { position = value; }
|
||||
}
|
||||
|
||||
public float Alpha
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Event raised when the menu entry is selected.
|
||||
/// </summary>
|
||||
public event EventHandler<PlayerIndexEventArgs> Selected;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Method for raising the Selected event.
|
||||
/// </summary>
|
||||
protected internal virtual void OnSelectEntry(PlayerIndex playerIndex)
|
||||
{
|
||||
get { return _alpha; }
|
||||
set { _alpha = value; }
|
||||
if (Selected != null)
|
||||
Selected(this, new PlayerIndexEventArgs(playerIndex));
|
||||
}
|
||||
|
||||
public GameScreen Screen
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initialization
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new menu entry with the specified text.
|
||||
/// </summary>
|
||||
public MenuEntry(string text)
|
||||
{
|
||||
get { return _screen; }
|
||||
this.text = text;
|
||||
}
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
SpriteFont font = _menu.ScreenManager.Fonts.MenuSpriteFont;
|
||||
|
||||
_baseOrigin = new Vector2(font.MeasureString(Text).X, font.MeasureString("M").Y) * 0.5f;
|
||||
#endregion
|
||||
|
||||
_width = font.MeasureString(Text).X * 0.8f;
|
||||
_height = font.MeasureString("M").Y * 0.8f;
|
||||
}
|
||||
#region Update and Draw
|
||||
|
||||
public bool IsExitItem()
|
||||
{
|
||||
return _type == EntryType.ExitItem;
|
||||
}
|
||||
|
||||
public bool IsSelectable()
|
||||
{
|
||||
return _type != EntryType.Separator;
|
||||
}
|
||||
|
||||
public bool IsBackItem()
|
||||
{
|
||||
return _type == EntryType.BackItem;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the menu entry.
|
||||
/// </summary>
|
||||
public void Update(bool isSelected, GameTime gameTime)
|
||||
public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime)
|
||||
{
|
||||
// there is no such thing as a selected item on Windows Phone, so we always
|
||||
// force isSelected to be false
|
||||
#if WINDOWS_PHONE
|
||||
isSelected = false;
|
||||
#endif
|
||||
|
||||
// When the menu selection changes, entries gradually fade between
|
||||
// their selected and deselected appearance, rather than instantly
|
||||
// popping to the new state.
|
||||
if (_type != EntryType.Separator)
|
||||
{
|
||||
float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;
|
||||
if (isSelected)
|
||||
{
|
||||
_selectionFade = Math.Min(_selectionFade + fadeSpeed, 1f);
|
||||
}
|
||||
else
|
||||
{
|
||||
_selectionFade = Math.Max(_selectionFade - fadeSpeed, 0f);
|
||||
}
|
||||
_scale = 0.7f + 0.1f * _selectionFade;
|
||||
}
|
||||
float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;
|
||||
|
||||
if (isSelected)
|
||||
selectionFade = Math.Min(selectionFade + fadeSpeed, 1);
|
||||
else
|
||||
selectionFade = Math.Max(selectionFade - fadeSpeed, 0);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Draws the menu entry. This can be overridden to customize the appearance.
|
||||
/// </summary>
|
||||
public void Draw()
|
||||
public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime)
|
||||
{
|
||||
SpriteFont font = _menu.ScreenManager.Fonts.MenuSpriteFont;
|
||||
SpriteBatch batch = _menu.ScreenManager.SpriteBatch;
|
||||
// there is no such thing as a selected item on Windows Phone, so we always
|
||||
// force isSelected to be false
|
||||
#if WINDOWS_PHONE
|
||||
isSelected = false;
|
||||
#endif
|
||||
|
||||
Color color;
|
||||
if (_type == EntryType.Separator)
|
||||
{
|
||||
color = Color.DarkOrange;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw the selected entry in yellow, otherwise white
|
||||
color = Color.Lerp(Color.White, new Color(255, 210, 0), _selectionFade);
|
||||
}
|
||||
color *= _alpha;
|
||||
// Draw the selected entry in yellow, otherwise white.
|
||||
Color color = isSelected ? Color.Yellow : Color.White;
|
||||
|
||||
// Pulsate the size of the selected menu entry.
|
||||
double time = gameTime.TotalGameTime.TotalSeconds;
|
||||
|
||||
float pulsate = (float)Math.Sin(time * 6) + 1;
|
||||
|
||||
float scale = 1 + pulsate * 0.05f * selectionFade;
|
||||
|
||||
// Modify the alpha to fade text out during transitions.
|
||||
color *= screen.TransitionAlpha;
|
||||
|
||||
// Draw text, centered on the middle of each line.
|
||||
batch.DrawString(font, _text, _position - _baseOrigin * _scale + Vector2.One,
|
||||
Color.DarkSlateGray * _alpha * _alpha, 0, Vector2.Zero, _scale, SpriteEffects.None, 0);
|
||||
batch.DrawString(font, _text, _position - _baseOrigin * _scale, color, 0, Vector2.Zero, _scale,
|
||||
SpriteEffects.None, 0);
|
||||
ScreenManager screenManager = screen.ScreenManager;
|
||||
SpriteBatch spriteBatch = screenManager.SpriteBatch;
|
||||
SpriteFont font = screenManager.Font;
|
||||
|
||||
Vector2 origin = new Vector2(0, font.LineSpacing / 2);
|
||||
|
||||
spriteBatch.DrawString(font, text, position, color, 0,
|
||||
origin, scale, SpriteEffects.None, 0);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Queries how much space this menu entry requires.
|
||||
/// </summary>
|
||||
public int GetHeight()
|
||||
public virtual int GetHeight(MenuScreen screen)
|
||||
{
|
||||
return (int)_height;
|
||||
return screen.ScreenManager.Font.LineSpacing;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Queries how wide the entry is, used for centering on the screen.
|
||||
/// </summary>
|
||||
public int GetWidth()
|
||||
public virtual int GetWidth(MenuScreen screen)
|
||||
{
|
||||
return (int)_width;
|
||||
return (int)screen.ScreenManager.Font.MeasureString(Text).X;
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,235 +1,169 @@
|
||||
#region File Description
|
||||
//-----------------------------------------------------------------------------
|
||||
// MenuScreen.cs
|
||||
//
|
||||
// XNA Community Game Platform
|
||||
// Copyright (C) Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#endregion
|
||||
|
||||
#region Using Statements
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input.Touch;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using FarseerPhysics.SamplesFramework;
|
||||
#endregion
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
namespace GameStateManagement
|
||||
{
|
||||
/// <summary>
|
||||
/// Base class for screens that contain a menu of options. The user can
|
||||
/// move up and down to select an entry, or cancel to back out of the screen.
|
||||
/// </summary>
|
||||
public class MenuScreen : GameScreen
|
||||
abstract class MenuScreen : GameScreen
|
||||
{
|
||||
#if WINDOWS || XBOX
|
||||
protected const float NumEntries = 15;
|
||||
#elif WINDOWS_PHONE
|
||||
protected const float NumEntries = 9;
|
||||
#endif
|
||||
protected List<MenuEntry> _menuEntries = new List<MenuEntry>();
|
||||
protected string _menuTitle;
|
||||
protected Vector2 _titlePosition;
|
||||
protected Vector2 _titleOrigin;
|
||||
protected int _selectedEntry;
|
||||
protected float _menuBorderTop;
|
||||
protected float _menuBorderBottom;
|
||||
protected float _menuBorderMargin;
|
||||
protected float _menuOffset;
|
||||
protected float _maxOffset;
|
||||
#region Fields
|
||||
|
||||
protected Texture2D _texScrollButton;
|
||||
protected Texture2D _texSlider;
|
||||
List<MenuEntry> menuEntries = new List<MenuEntry>();
|
||||
int selectedEntry = 0;
|
||||
string menuTitle;
|
||||
|
||||
InputAction menuUp;
|
||||
InputAction menuDown;
|
||||
InputAction menuSelect;
|
||||
InputAction menuCancel;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Properties
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets the list of menu entries, so derived classes can add
|
||||
/// or change the menu contents.
|
||||
/// </summary>
|
||||
protected IList<MenuEntry> MenuEntries
|
||||
{
|
||||
get { return menuEntries; }
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initialization
|
||||
|
||||
protected MenuButton _scrollUp;
|
||||
protected MenuButton _scrollDown;
|
||||
protected MenuButton _scrollSlider;
|
||||
protected bool _scrollLock;
|
||||
|
||||
/// <summary>
|
||||
/// Constructor.
|
||||
/// </summary>
|
||||
public MenuScreen(string menuTitle)
|
||||
{
|
||||
_menuTitle = menuTitle;
|
||||
this.menuTitle = menuTitle;
|
||||
|
||||
TransitionOnTime = TimeSpan.FromSeconds(0.7);
|
||||
TransitionOffTime = TimeSpan.FromSeconds(0.7);
|
||||
HasCursor = true;
|
||||
TransitionOnTime = TimeSpan.FromSeconds(0.5);
|
||||
TransitionOffTime = TimeSpan.FromSeconds(0.5);
|
||||
|
||||
menuUp = new InputAction(
|
||||
new Buttons[] { Buttons.DPadUp, Buttons.LeftThumbstickUp },
|
||||
new Keys[] { Keys.Up },
|
||||
true);
|
||||
menuDown = new InputAction(
|
||||
new Buttons[] { Buttons.DPadDown, Buttons.LeftThumbstickDown },
|
||||
new Keys[] { Keys.Down },
|
||||
true);
|
||||
menuSelect = new InputAction(
|
||||
new Buttons[] { Buttons.A, Buttons.Start },
|
||||
new Keys[] { Keys.Enter, Keys.Space },
|
||||
true);
|
||||
menuCancel = new InputAction(
|
||||
new Buttons[] { Buttons.B, Buttons.Back },
|
||||
new Keys[] { Keys.Escape },
|
||||
true);
|
||||
}
|
||||
|
||||
public void AddMenuItem(string name, EntryType type, GameScreen screen)
|
||||
{
|
||||
MenuEntry entry = new MenuEntry(this, name, type, screen);
|
||||
_menuEntries.Add(entry);
|
||||
}
|
||||
|
||||
public void AddMenuItem(MenuEntry me)
|
||||
{
|
||||
_menuEntries.Add(me);
|
||||
}
|
||||
#endregion
|
||||
|
||||
public override void LoadContent()
|
||||
{
|
||||
base.LoadContent();
|
||||
|
||||
_texScrollButton = ScreenManager.Content.Load<Texture2D>("Common/arrow");
|
||||
_texSlider = ScreenManager.Content.Load<Texture2D>("Common/slider");
|
||||
#region Handle Input
|
||||
|
||||
//Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
|
||||
//float scrollBarPos = viewport.Width / 2f;
|
||||
//scrollBarPos -= _texScrollButton.Width + 2f;
|
||||
|
||||
|
||||
|
||||
InitMenu();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void InitMenu()
|
||||
{
|
||||
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
|
||||
SpriteFont font = ScreenManager.Fonts.MenuSpriteFont;
|
||||
float scrollBarPos = viewport.Width / 2f;
|
||||
|
||||
for (int i = 0; i < _menuEntries.Count; ++i)
|
||||
{
|
||||
_menuEntries[i].Initialize();
|
||||
scrollBarPos = Math.Min(scrollBarPos,
|
||||
(viewport.Width - _menuEntries[i].GetWidth()) / 2f);
|
||||
}
|
||||
|
||||
_titleOrigin = font.MeasureString(_menuTitle) / 2f;
|
||||
_titlePosition = new Vector2(viewport.Width / 2f, font.MeasureString("M").Y / 2f + 10f);
|
||||
|
||||
_menuBorderMargin = font.MeasureString("M").Y * 0.8f;
|
||||
_menuBorderTop = (viewport.Height - _menuBorderMargin * (NumEntries - 1)) / 2f;
|
||||
_menuBorderBottom = (viewport.Height + _menuBorderMargin * (NumEntries - 1)) / 2f;
|
||||
|
||||
_menuOffset = 0f;
|
||||
_maxOffset = Math.Max(0f, (_menuEntries.Count - NumEntries) * _menuBorderMargin);
|
||||
|
||||
_scrollUp = new MenuButton(_texScrollButton, false,
|
||||
new Vector2(scrollBarPos, _menuBorderTop - _texScrollButton.Height), this);
|
||||
_scrollDown = new MenuButton(_texScrollButton, true,
|
||||
new Vector2(scrollBarPos, _menuBorderBottom + _texScrollButton.Height), this);
|
||||
_scrollSlider = new MenuButton(_texSlider, false, new Vector2(scrollBarPos, _menuBorderTop), this);
|
||||
|
||||
_scrollLock = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the index of the menu entry at the position of the given mouse state.
|
||||
/// </summary>
|
||||
/// <returns>Index of menu entry if valid, -1 otherwise</returns>
|
||||
private int GetMenuEntryAt(Vector2 position)
|
||||
{
|
||||
if (this.TransitionPosition == 0f && this.ScreenState == SamplesFramework.ScreenState.Active)
|
||||
{
|
||||
int index = 0;
|
||||
foreach (MenuEntry entry in _menuEntries)
|
||||
{
|
||||
float width = entry.GetWidth();
|
||||
float height = entry.GetHeight();
|
||||
Rectangle rect = new Rectangle((int)(entry.Position.X - width / 2f),
|
||||
(int)(entry.Position.Y - height / 2f),
|
||||
(int)width, (int)height);
|
||||
if (rect.Contains((int)position.X, (int)position.Y) && entry.Alpha > 0.1f)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
++index;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Responds to user input, changing the selected entry and accepting
|
||||
/// or cancelling the menu.
|
||||
/// </summary>
|
||||
public override void HandleInput(InputHelper input, GameTime gameTime)
|
||||
public override void HandleInput(GameTime gameTime, InputState input)
|
||||
{
|
||||
// Mouse or touch on a menu item
|
||||
int hoverIndex = GetMenuEntryAt(input.Cursor);
|
||||
if (hoverIndex > -1 && _menuEntries[hoverIndex].IsSelectable() && !_scrollLock)
|
||||
// For input tests we pass in our ControllingPlayer, which may
|
||||
// either be null (to accept input from any player) or a specific index.
|
||||
// If we pass a null controlling player, the InputState helper returns to
|
||||
// us which player actually provided the input. We pass that through to
|
||||
// OnSelectEntry and OnCancel, so they can tell which player triggered them.
|
||||
PlayerIndex playerIndex;
|
||||
|
||||
// Move to the previous menu entry?
|
||||
if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
|
||||
{
|
||||
_selectedEntry = hoverIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
_selectedEntry = -1;
|
||||
selectedEntry--;
|
||||
|
||||
if (selectedEntry < 0)
|
||||
selectedEntry = menuEntries.Count - 1;
|
||||
}
|
||||
|
||||
_scrollSlider.Hover = false;
|
||||
if (input.IsCursorValid)
|
||||
// Move to the next menu entry?
|
||||
if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
|
||||
{
|
||||
_scrollUp.Collide(input.Cursor);
|
||||
_scrollDown.Collide(input.Cursor);
|
||||
_scrollSlider.Collide(input.Cursor);
|
||||
}
|
||||
else
|
||||
{
|
||||
_scrollUp.Hover = false;
|
||||
_scrollDown.Hover = false;
|
||||
_scrollLock = false;
|
||||
selectedEntry++;
|
||||
|
||||
if (selectedEntry >= menuEntries.Count)
|
||||
selectedEntry = 0;
|
||||
}
|
||||
|
||||
// Accept or cancel the menu?
|
||||
if (input.IsMenuSelect() && _selectedEntry != -1)
|
||||
if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
|
||||
{
|
||||
if (_menuEntries[_selectedEntry].IsExitItem())
|
||||
{
|
||||
ScreenManager.Game.Exit();
|
||||
}
|
||||
else if (_menuEntries[_selectedEntry].IsBackItem())
|
||||
{
|
||||
this.ExitScreen();
|
||||
}
|
||||
else if (_menuEntries[_selectedEntry].Screen != null)
|
||||
{
|
||||
ScreenManager.AddScreen(_menuEntries[_selectedEntry].Screen);
|
||||
if (_menuEntries[_selectedEntry].Screen is IDemoScreen)
|
||||
{
|
||||
ScreenManager.AddScreen(
|
||||
new MessageBoxScreen((_menuEntries[_selectedEntry].Screen as IDemoScreen).GetDetails()));
|
||||
}
|
||||
}
|
||||
OnSelectEntry(selectedEntry, playerIndex);
|
||||
}
|
||||
else if (input.IsMenuCancel())
|
||||
else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
|
||||
{
|
||||
if (this.ScreenState == SamplesFramework.ScreenState.Active && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
|
||||
{
|
||||
//GameScreen[] screens = ScreenManager.GetScreens();
|
||||
//if (screens[screens.Length - 1] is BackgroundScreen ||| screens.Length )
|
||||
// ScreenManager.Game.Exit();
|
||||
//if (ScreenManager.GetScreens().Length == 2)
|
||||
// ScreenManager.Game.Exit();
|
||||
//else
|
||||
this.ExitScreen();
|
||||
}
|
||||
//ScreenManager.Game.Exit();
|
||||
}
|
||||
|
||||
if (input.IsMenuPressed())
|
||||
{
|
||||
if (_scrollUp.Hover)
|
||||
{
|
||||
_menuOffset = Math.Max(_menuOffset - 200f * (float)gameTime.ElapsedGameTime.TotalSeconds, 0f);
|
||||
_scrollLock = false;
|
||||
}
|
||||
if (_scrollDown.Hover)
|
||||
{
|
||||
_menuOffset = Math.Min(_menuOffset + 200f * (float)gameTime.ElapsedGameTime.TotalSeconds, _maxOffset);
|
||||
_scrollLock = false;
|
||||
}
|
||||
if (_scrollSlider.Hover)
|
||||
{
|
||||
_scrollLock = true;
|
||||
}
|
||||
}
|
||||
if (input.IsMenuReleased())
|
||||
{
|
||||
_scrollLock = false;
|
||||
}
|
||||
if (_scrollLock)
|
||||
{
|
||||
_scrollSlider.Hover = true;
|
||||
_menuOffset = Math.Max(Math.Min(((input.Cursor.Y - _menuBorderTop) / (_menuBorderBottom - _menuBorderTop)) * _maxOffset, _maxOffset), 0f);
|
||||
OnCancel(playerIndex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Handler for when the user has chosen a menu entry.
|
||||
/// </summary>
|
||||
protected virtual void OnSelectEntry(int entryIndex, PlayerIndex playerIndex)
|
||||
{
|
||||
menuEntries[entryIndex].OnSelectEntry(playerIndex);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Handler for when the user has cancelled the menu.
|
||||
/// </summary>
|
||||
protected virtual void OnCancel(PlayerIndex playerIndex)
|
||||
{
|
||||
ExitScreen();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Helper overload makes it easy to use OnCancel as a MenuEntry event handler.
|
||||
/// </summary>
|
||||
protected void OnCancel(object sender, PlayerIndexEventArgs e)
|
||||
{
|
||||
OnCancel(e.PlayerIndex);
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Update and Draw
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Allows the screen the chance to position the menu entries. By default
|
||||
/// all menu entries are lined up in a vertical list, centered on the screen.
|
||||
@ -241,69 +175,49 @@ namespace FarseerPhysics.SamplesFramework
|
||||
// the movement slow down as it nears the end).
|
||||
float transitionOffset = (float)Math.Pow(TransitionPosition, 2);
|
||||
|
||||
Vector2 position = Vector2.Zero;
|
||||
position.Y = _menuBorderTop - _menuOffset;
|
||||
// start at Y = 175; each X value is generated per entry
|
||||
Vector2 position = new Vector2(0f, 175f);
|
||||
|
||||
// update each menu entry's location in turn
|
||||
for (int i = 0; i < _menuEntries.Count; ++i)
|
||||
for (int i = 0; i < menuEntries.Count; i++)
|
||||
{
|
||||
position.X = ScreenManager.GraphicsDevice.Viewport.Width / 2f;
|
||||
MenuEntry menuEntry = menuEntries[i];
|
||||
|
||||
// each entry is to be centered horizontally
|
||||
position.X = ScreenManager.GraphicsDevice.Viewport.Width / 2 - menuEntry.GetWidth(this) / 2;
|
||||
|
||||
if (ScreenState == ScreenState.TransitionOn)
|
||||
{
|
||||
position.X -= transitionOffset * 256;
|
||||
}
|
||||
else
|
||||
{
|
||||
position.X += transitionOffset * 256;
|
||||
}
|
||||
position.X += transitionOffset * 512;
|
||||
|
||||
// set the entry's position
|
||||
_menuEntries[i].Position = position;
|
||||
|
||||
if (position.Y < _menuBorderTop)
|
||||
{
|
||||
_menuEntries[i].Alpha = 1f -
|
||||
Math.Min(_menuBorderTop - position.Y, _menuBorderMargin) / _menuBorderMargin;
|
||||
}
|
||||
else if (position.Y > _menuBorderBottom)
|
||||
{
|
||||
_menuEntries[i].Alpha = 1f -
|
||||
Math.Min(position.Y - _menuBorderBottom, _menuBorderMargin) /
|
||||
_menuBorderMargin;
|
||||
}
|
||||
else
|
||||
{
|
||||
_menuEntries[i].Alpha = 1f;
|
||||
}
|
||||
menuEntry.Position = position;
|
||||
|
||||
// move down for the next entry the size of this entry
|
||||
position.Y += _menuEntries[i].GetHeight();
|
||||
position.Y += menuEntry.GetHeight(this);
|
||||
}
|
||||
Vector2 scrollPos = _scrollSlider.Position;
|
||||
scrollPos.Y = MathHelper.Lerp(_menuBorderTop, _menuBorderBottom, _menuOffset / _maxOffset);
|
||||
_scrollSlider.Position = scrollPos;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Updates the menu.
|
||||
/// </summary>
|
||||
public override void Update(GameTime gameTime, bool otherScreenHasFocus,
|
||||
bool coveredByOtherScreen)
|
||||
bool coveredByOtherScreen)
|
||||
{
|
||||
base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
|
||||
|
||||
// Update each nested MenuEntry object.
|
||||
for (int i = 0; i < _menuEntries.Count; ++i)
|
||||
for (int i = 0; i < menuEntries.Count; i++)
|
||||
{
|
||||
bool isSelected = IsActive && (i == _selectedEntry);
|
||||
_menuEntries[i].Update(isSelected, gameTime);
|
||||
}
|
||||
bool isSelected = IsActive && (i == selectedEntry);
|
||||
|
||||
_scrollUp.Update(gameTime);
|
||||
_scrollDown.Update(gameTime);
|
||||
_scrollSlider.Update(gameTime);
|
||||
menuEntries[i].Update(this, isSelected, gameTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Draws the menu.
|
||||
/// </summary>
|
||||
@ -312,30 +226,42 @@ namespace FarseerPhysics.SamplesFramework
|
||||
// make sure our entries are in the right place before we draw them
|
||||
UpdateMenuEntryLocations();
|
||||
|
||||
GraphicsDevice graphics = ScreenManager.GraphicsDevice;
|
||||
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
|
||||
SpriteFont font = ScreenManager.Fonts.MenuSpriteFont;
|
||||
SpriteFont font = ScreenManager.Font;
|
||||
|
||||
spriteBatch.Begin();
|
||||
|
||||
// Draw each menu entry in turn.
|
||||
for (int i = 0; i < _menuEntries.Count; ++i)
|
||||
for (int i = 0; i < menuEntries.Count; i++)
|
||||
{
|
||||
bool isSelected = IsActive && (i == _selectedEntry);
|
||||
_menuEntries[i].Draw();
|
||||
MenuEntry menuEntry = menuEntries[i];
|
||||
|
||||
bool isSelected = IsActive && (i == selectedEntry);
|
||||
|
||||
menuEntry.Draw(this, isSelected, gameTime);
|
||||
}
|
||||
|
||||
// Make the menu slide into place during transitions, using a
|
||||
// power curve to make things look more interesting (this makes
|
||||
// the movement slow down as it nears the end).
|
||||
Vector2 transitionOffset = new Vector2(0f, (float)Math.Pow(TransitionPosition, 2) * 100f);
|
||||
float transitionOffset = (float)Math.Pow(TransitionPosition, 2);
|
||||
|
||||
// Draw the menu title centered on the screen
|
||||
Vector2 titlePosition = new Vector2(graphics.Viewport.Width / 2, 80);
|
||||
Vector2 titleOrigin = font.MeasureString(menuTitle) / 2;
|
||||
Color titleColor = new Color(192, 192, 192) * TransitionAlpha;
|
||||
float titleScale = 1.25f;
|
||||
|
||||
titlePosition.Y -= transitionOffset * 100;
|
||||
|
||||
spriteBatch.DrawString(font, menuTitle, titlePosition, titleColor, 0,
|
||||
titleOrigin, titleScale, SpriteEffects.None, 0);
|
||||
|
||||
spriteBatch.DrawString(font, _menuTitle, _titlePosition - transitionOffset + Vector2.One * 2f, Color.Black, 0,
|
||||
_titleOrigin, 1f, SpriteEffects.None, 0);
|
||||
spriteBatch.DrawString(font, _menuTitle, _titlePosition - transitionOffset, new Color(255, 210, 0), 0,
|
||||
_titleOrigin, 1f, SpriteEffects.None, 0);
|
||||
_scrollUp.Draw();
|
||||
_scrollSlider.Draw();
|
||||
_scrollDown.Draw();
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,36 +1,87 @@
|
||||
using System;
|
||||
#region File Description
|
||||
//-----------------------------------------------------------------------------
|
||||
// MessageBoxScreen.cs
|
||||
//
|
||||
// Microsoft XNA Community Game Platform
|
||||
// Copyright (C) Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#endregion
|
||||
|
||||
#region Using Statements
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using GameStateManagement;
|
||||
#endregion
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
namespace GameStateManagement
|
||||
{
|
||||
/// <summary>
|
||||
/// A popup message box screen, used to display "are you sure?"
|
||||
/// confirmation messages.
|
||||
/// </summary>
|
||||
public class MessageBoxScreen : GameScreen
|
||||
class MessageBoxScreen : GameScreen
|
||||
{
|
||||
protected Rectangle _backgroundRectangle;
|
||||
protected Texture2D _gradientTexture;
|
||||
protected string _message;
|
||||
protected Vector2 _textPosition;
|
||||
#region Fields
|
||||
|
||||
string message;
|
||||
Texture2D gradientTexture;
|
||||
|
||||
InputAction menuSelect;
|
||||
InputAction menuCancel;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
public event EventHandler<PlayerIndexEventArgs> Accepted;
|
||||
public event EventHandler<PlayerIndexEventArgs> Cancelled;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initialization
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Constructor automatically includes the standard "A=ok, B=cancel"
|
||||
/// usage text prompt.
|
||||
/// </summary>
|
||||
public MessageBoxScreen(string message)
|
||||
: this(message, true)
|
||||
{ }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Constructor lets the caller specify whether to include the standard
|
||||
/// "A=ok, B=cancel" usage text prompt.
|
||||
/// </summary>
|
||||
public MessageBoxScreen(string message, bool includeUsageText)
|
||||
{
|
||||
_message = message;
|
||||
const string usageText = "\nA button, Space, Enter = ok" +
|
||||
"\nB button, Esc = cancel";
|
||||
|
||||
if (includeUsageText)
|
||||
this.message = message + usageText;
|
||||
else
|
||||
this.message = message;
|
||||
|
||||
IsPopup = true;
|
||||
HasCursor = true;
|
||||
|
||||
TransitionOnTime = TimeSpan.FromSeconds(0.4);
|
||||
TransitionOffTime = TimeSpan.FromSeconds(0.4);
|
||||
TransitionOnTime = TimeSpan.FromSeconds(0.2);
|
||||
TransitionOffTime = TimeSpan.FromSeconds(0.2);
|
||||
|
||||
menuSelect = new InputAction(
|
||||
new Buttons[] { Buttons.A, Buttons.Start },
|
||||
new Keys[] { Keys.Space, Keys.Enter },
|
||||
true);
|
||||
menuCancel = new InputAction(
|
||||
new Buttons[] { Buttons.B, Buttons.Back },
|
||||
new Keys[] { Keys.Escape, Keys.Back },
|
||||
true);
|
||||
}
|
||||
|
||||
public MessageBoxScreen()
|
||||
{
|
||||
IsPopup = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads graphics content for this screen. This uses the shared ContentManager
|
||||
@ -38,62 +89,98 @@ namespace FarseerPhysics.SamplesFramework
|
||||
/// Whenever a subsequent MessageBoxScreen tries to load this same content,
|
||||
/// it will just get back another reference to the already loaded data.
|
||||
/// </summary>
|
||||
public override void LoadContent()
|
||||
public override void Activate(bool instancePreserved)
|
||||
{
|
||||
SpriteFont font = ScreenManager.Fonts.DetailsFont;
|
||||
ContentManager content = ScreenManager.Game.Content;
|
||||
_gradientTexture = content.Load<Texture2D>("Common/popup");
|
||||
|
||||
// Center the message text in the viewport.
|
||||
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
|
||||
Vector2 viewportSize = new Vector2(viewport.Width, viewport.Height);
|
||||
Vector2 textSize = font.MeasureString(_message);
|
||||
_textPosition = (viewportSize - textSize) / 2;
|
||||
|
||||
// The background includes a border somewhat larger than the text itself.
|
||||
const int hPad = 32;
|
||||
const int vPad = 16;
|
||||
|
||||
_backgroundRectangle = new Rectangle((int)_textPosition.X - hPad,
|
||||
(int)_textPosition.Y - vPad,
|
||||
(int)textSize.X + hPad * 2,
|
||||
(int)textSize.Y + vPad * 2);
|
||||
if (!instancePreserved)
|
||||
{
|
||||
ContentManager content = ScreenManager.Game.Content;
|
||||
gradientTexture = content.Load<Texture2D>("gradient");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Handle Input
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Responds to user input, accepting or cancelling the message box.
|
||||
/// </summary>
|
||||
public override void HandleInput(InputHelper input, GameTime gameTime)
|
||||
public override void HandleInput(GameTime gameTime, InputState input)
|
||||
{
|
||||
PlayerIndex playerIndex;
|
||||
|
||||
if (input.IsMenuSelect() || input.IsMenuCancel() ||
|
||||
input.IsNewMouseButtonPress(MouseButtons.LeftButton))
|
||||
// We pass in our ControllingPlayer, which may either be null (to
|
||||
// accept input from any player) or a specific index. If we pass a null
|
||||
// controlling player, the InputState helper returns to us which player
|
||||
// actually provided the input. We pass that through to our Accepted and
|
||||
// Cancelled events, so they can tell which player triggered them.
|
||||
if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
|
||||
{
|
||||
// Raise the accepted event, then exit the message box.
|
||||
if (Accepted != null)
|
||||
Accepted(this, new PlayerIndexEventArgs(playerIndex));
|
||||
|
||||
ExitScreen();
|
||||
}
|
||||
else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
|
||||
{
|
||||
// Raise the cancelled event, then exit the message box.
|
||||
if (Cancelled != null)
|
||||
Cancelled(this, new PlayerIndexEventArgs(playerIndex));
|
||||
|
||||
ExitScreen();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Draw
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Draws the message box.
|
||||
/// </summary>
|
||||
public override void Draw(GameTime gameTime)
|
||||
{
|
||||
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
|
||||
SpriteFont font = ScreenManager.Fonts.DetailsFont;
|
||||
SpriteFont font = ScreenManager.Font;
|
||||
|
||||
// Darken down any other screens that were drawn beneath the popup.
|
||||
ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3);
|
||||
|
||||
// Center the message text in the viewport.
|
||||
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
|
||||
Vector2 viewportSize = new Vector2(viewport.Width, viewport.Height);
|
||||
Vector2 textSize = font.MeasureString(message);
|
||||
Vector2 textPosition = (viewportSize - textSize) / 2;
|
||||
|
||||
// The background includes a border somewhat larger than the text itself.
|
||||
const int hPad = 32;
|
||||
const int vPad = 16;
|
||||
|
||||
Rectangle backgroundRectangle = new Rectangle((int)textPosition.X - hPad,
|
||||
(int)textPosition.Y - vPad,
|
||||
(int)textSize.X + hPad * 2,
|
||||
(int)textSize.Y + vPad * 2);
|
||||
|
||||
// Fade the popup alpha during transitions.
|
||||
Color color = Color.White * TransitionAlpha * (2f / 3f);
|
||||
Color color = Color.White * TransitionAlpha;
|
||||
|
||||
spriteBatch.Begin();
|
||||
|
||||
// Draw the background rectangle.
|
||||
spriteBatch.Draw(_gradientTexture, _backgroundRectangle, color);
|
||||
spriteBatch.Draw(gradientTexture, backgroundRectangle, color);
|
||||
|
||||
// Draw the message box text.
|
||||
spriteBatch.DrawString(font, _message, _textPosition + Vector2.One, Color.Black);
|
||||
spriteBatch.DrawString(font, _message, _textPosition, Color.White);
|
||||
spriteBatch.DrawString(font, message, textPosition, color);
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -6,9 +6,10 @@ using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using FarseerPhysics.SamplesFramework;
|
||||
using Axios.Engine;
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
namespace GameStateManagement
|
||||
{
|
||||
public class PhysicsGameScreen : GameScreen
|
||||
{
|
||||
@ -47,48 +48,51 @@ namespace FarseerPhysics.SamplesFramework
|
||||
_agentTorque = torque;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override void LoadContent()
|
||||
|
||||
public override void Activate(bool instancePreserved)
|
||||
{
|
||||
base.LoadContent();
|
||||
|
||||
//We enable diagnostics to show get values for our performance counters.
|
||||
Settings.EnableDiagnostics = true;
|
||||
|
||||
if (World == null)
|
||||
if (!instancePreserved)
|
||||
{
|
||||
World = new World(Vector2.Zero);
|
||||
}
|
||||
else
|
||||
{
|
||||
World.Clear();
|
||||
}
|
||||
base.Activate(instancePreserved);
|
||||
|
||||
if (DebugView == null)
|
||||
{
|
||||
if (!Axios.Settings.ScreenSaver)
|
||||
//We enable diagnostics to show get values for our performance counters.
|
||||
Settings.EnableDiagnostics = true;
|
||||
|
||||
if (World == null)
|
||||
{
|
||||
DebugView = new DebugViewXNA(World);
|
||||
DebugView.RemoveFlags(DebugViewFlags.Shape);
|
||||
DebugView.RemoveFlags(DebugViewFlags.Joint);
|
||||
DebugView.DefaultShapeColor = Color.White;
|
||||
DebugView.SleepingShapeColor = Color.LightGray;
|
||||
DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content);
|
||||
World = new World(Vector2.Zero);
|
||||
}
|
||||
else
|
||||
{
|
||||
World.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
if (Camera == null)
|
||||
{
|
||||
Camera = new Camera2D(ScreenManager.GraphicsDevice);
|
||||
}
|
||||
else
|
||||
{
|
||||
Camera.ResetCamera();
|
||||
}
|
||||
if (DebugView == null)
|
||||
{
|
||||
if (!Axios.Settings.ScreenSaver)
|
||||
{
|
||||
DebugView = new DebugViewXNA(World);
|
||||
DebugView.RemoveFlags(DebugViewFlags.Shape);
|
||||
DebugView.RemoveFlags(DebugViewFlags.Joint);
|
||||
DebugView.DefaultShapeColor = Color.White;
|
||||
DebugView.SleepingShapeColor = Color.LightGray;
|
||||
DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content);
|
||||
}
|
||||
}
|
||||
|
||||
// Loading may take a while... so prevent the game from "catching up" once we finished loading
|
||||
ScreenManager.Game.ResetElapsedTime();
|
||||
if (Camera == null)
|
||||
{
|
||||
Camera = new Camera2D(ScreenManager.GraphicsDevice);
|
||||
}
|
||||
else
|
||||
{
|
||||
Camera.ResetCamera();
|
||||
}
|
||||
|
||||
// Loading may take a while... so prevent the game from "catching up" once we finished loading
|
||||
ScreenManager.Game.ResetElapsedTime();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
|
||||
@ -110,12 +114,13 @@ namespace FarseerPhysics.SamplesFramework
|
||||
{
|
||||
|
||||
}
|
||||
public override void HandleInput(InputHelper input, GameTime gameTime)
|
||||
public override void HandleInput(GameTime gameTime, InputState input)
|
||||
{
|
||||
|
||||
#if DEBUG
|
||||
// Control debug view
|
||||
if (input.IsNewButtonPress(Buttons.Start))
|
||||
PlayerIndex player;
|
||||
if (input.IsNewButtonPress(Buttons.Start, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.Shape);
|
||||
EnableOrDisableFlag(DebugViewFlags.DebugPanel);
|
||||
@ -126,37 +131,37 @@ namespace FarseerPhysics.SamplesFramework
|
||||
EnableOrDisableFlag(DebugViewFlags.Controllers);
|
||||
}
|
||||
|
||||
if (input.IsNewKeyPress(Keys.F1))
|
||||
if (input.IsNewKeyPress(Keys.F1, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.Shape);
|
||||
}
|
||||
if (input.IsNewKeyPress(Keys.F2))
|
||||
if (input.IsNewKeyPress(Keys.F2, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.DebugPanel);
|
||||
EnableOrDisableFlag(DebugViewFlags.PerformanceGraph);
|
||||
}
|
||||
if (input.IsNewKeyPress(Keys.F3))
|
||||
if (input.IsNewKeyPress(Keys.F3, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.Joint);
|
||||
}
|
||||
if (input.IsNewKeyPress(Keys.F4))
|
||||
if (input.IsNewKeyPress(Keys.F4, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.ContactPoints);
|
||||
EnableOrDisableFlag(DebugViewFlags.ContactNormals);
|
||||
}
|
||||
if (input.IsNewKeyPress(Keys.F5))
|
||||
if (input.IsNewKeyPress(Keys.F5, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.PolygonPoints);
|
||||
}
|
||||
if (input.IsNewKeyPress(Keys.F6))
|
||||
if (input.IsNewKeyPress(Keys.F6, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.Controllers);
|
||||
}
|
||||
if (input.IsNewKeyPress(Keys.F7))
|
||||
if (input.IsNewKeyPress(Keys.F7, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.CenterOfMass);
|
||||
}
|
||||
if (input.IsNewKeyPress(Keys.F8))
|
||||
if (input.IsNewKeyPress(Keys.F8, ControllingPlayer.Value, out player))
|
||||
{
|
||||
EnableOrDisableFlag(DebugViewFlags.AABB);
|
||||
}
|
||||
@ -181,7 +186,7 @@ namespace FarseerPhysics.SamplesFramework
|
||||
|
||||
if (input.IsNewButtonPress(Buttons.Back) || input.IsNewKeyPress(Keys.Escape))
|
||||
{
|
||||
if (this.ScreenState == SamplesFramework.ScreenState.Active && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
|
||||
if (this.ScreenState == GameStateManagement.ScreenState.Active && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
|
||||
{ //Give the screens a chance to transition
|
||||
|
||||
CleanUp();
|
||||
@ -191,9 +196,10 @@ namespace FarseerPhysics.SamplesFramework
|
||||
}
|
||||
base.HandleInput(input, gameTime);
|
||||
}
|
||||
|
||||
public virtual void HandleCursor(InputHelper input)
|
||||
|
||||
public virtual void HandleCursor(InputState input)
|
||||
{
|
||||
PlayerIndex player;
|
||||
Vector2 position = Camera.ConvertScreenToWorld(input.Cursor);
|
||||
|
||||
if ((input.IsNewButtonPress(Buttons.A) ||
|
||||
@ -211,8 +217,9 @@ namespace FarseerPhysics.SamplesFramework
|
||||
}
|
||||
}
|
||||
|
||||
if ((input.IsNewButtonRelease(Buttons.A) ||
|
||||
input.IsNewMouseButtonRelease(MouseButtons.LeftButton)) &&
|
||||
|
||||
if ((input.IsNewButtonRelease(Buttons.A, ControllingPlayer.Value, out player) ||
|
||||
input.IsNewMouseButtonRelease(MouseButtons.LeftButton, ControllingPlayer.Value, out player)) &&
|
||||
_fixedMouseJoint != null)
|
||||
{
|
||||
World.RemoveJoint(_fixedMouseJoint);
|
||||
|
@ -3,9 +3,11 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input.Touch;
|
||||
using FarseerPhysics.SamplesFramework;
|
||||
|
||||
namespace FarseerPhysics.SamplesFramework
|
||||
namespace GameStateManagement
|
||||
{
|
||||
/*
|
||||
/// <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
|
||||
@ -299,5 +301,5 @@ namespace FarseerPhysics.SamplesFramework
|
||||
{
|
||||
return _screens.ToArray();
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
Loading…
Reference in New Issue
Block a user