Adding default Font if one is not provided

Adding a flag to AxiosGameScreen to allow a developer to disable
input across everything if the console is visible/active.
Changing Deactivate to Unload because Unload is what is gets called
when a screen is told to go away

--HG--
branch : xnacc-integration
This commit is contained in:
Nathan Adams 2012-05-26 22:53:55 -05:00
parent 98737603af
commit 977f4e7f9a
3 changed files with 45 additions and 10 deletions

View File

@ -92,6 +92,7 @@
* - Changing AxiosTitleFile.GetStream() to return Stream instead of FileStream
* - Changing IAxiosFile.GetStream() to return Stream instead of FileStream
* - Adding support for XNACC
* - Fixed a bug where cleanup actions were being performed in Deactivate instead of Unload in AxiosGameScreen
*
*/
#endregion

View File

@ -20,27 +20,40 @@ using Microsoft.Xna.Framework;
namespace Axios.Engine
{
class AxiosCommandConsole : CommandConsoleBase
public class AxiosCommandConsole : CommandConsoleBase
{
//private AxiosGameScreen _gameScreen;
public AxiosCommandConsole(AxiosGameScreen gameScreen)
: base(gameScreen.ScreenManager.Game)
{
//_gameScreen = gameScreen;
Keyboard = gameScreen.ScreenManager.InputState;
}
public AxiosCommandConsole(AxiosGameScreen gameScreen, SpriteFont font)
: base(gameScreen.ScreenManager.Game, font)
{
//_gameScreen = gameScreen;
Keyboard = gameScreen.ScreenManager.InputState;
}
protected override void LoadContent()
protected void LoadDefault()
{
FadeColor = Color.White * 0.5f;
Texture2D tmp = new Texture2D(GraphicsDevice, 1, 1);
tmp.SetData<Color>(new Color[] { Color.Black });
FadeImage = tmp;
}
public override void LoadContent(ContentManager content)
{
base.LoadContent(content);
}
protected override void LoadContent()
{
if (Font == null)
Font = Game.Content.Load<SpriteFont>("Console");
base.LoadContent();
}
}
@ -53,8 +66,9 @@ using System.Text;
using Microsoft.Xna.Framework.Graphics;
namespace Axios.Engine
{
class AxiosCommandConsole
public class AxiosCommandConsole
{
public bool Active = false;
public AxiosCommandConsole(AxiosGameScreen gameScreen)
{

View File

@ -43,6 +43,14 @@ namespace Axios.Engine
AxiosCommandConsole _console = null;
protected bool AllowKeyboardWhileConsoleIsActive = false;
public AxiosCommandConsole Console
{
get { return _console; }
private set { _console = value; }
}
public AxiosGameScreen()
: base()
{
@ -110,6 +118,7 @@ namespace Axios.Engine
_console = (AxiosCommandConsole)obj;
#if WINDOWS
ScreenManager.Game.Components.Add(_console);
_console.LoadContent(ScreenManager.Game.Content);
#endif
}
if (obj is AxiosGameObject || obj is AxiosUIObject || obj is AxiosTimer)
@ -230,7 +239,7 @@ namespace Axios.Engine
public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
{
base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
if (this._objectstoremove.Count > 0)
{
List<AxiosGameObject> list = this._objectstoremove.ToList<AxiosGameObject>();
@ -379,17 +388,21 @@ namespace Axios.Engine
public override void HandleInput(GameTime gameTime, InputState input)
{
base.HandleInput(gameTime, input);
if ((AllowKeyboardWhileConsoleIsActive && _console.Active) || !_console.Active)
{
base.HandleInput(gameTime, input);
foreach (AxiosGameObject g in _gameObjects.ToList())
g.HandleInput(this, input, gameTime);
foreach (AxiosGameObject g in _gameObjects.ToList())
g.HandleInput(this, input, gameTime);
foreach (AxiosUIObject g in _uiobjects.ToList())
g.HandleInput(this, input, gameTime);
foreach (AxiosUIObject g in _uiobjects.ToList())
g.HandleInput(this, input, gameTime);
}
}
public override void Deactivate()
public override void Unload()
{
//System.Diagnostics.Debugger.Break();
base.Deactivate();
AxiosLog.Instance.AddLine("Memory usage before cleanup: " + GC.GetTotalMemory(true).ToString(), LoggingFlag.DEBUG);
foreach (AxiosGameObject g in _gameObjects)
@ -409,6 +422,13 @@ namespace Axios.Engine
//AxiosIsolatedFile f = new AxiosIsolatedFile("log.log");
//f.WriteData(AxiosLog.Instance.GetLog(), FileMode.Append);
//CleanUp();
#if WINDOWS
if (_console != null)
{
ScreenManager.Game.Components.Remove(_console);
_console.Dispose();
}
#endif
}