Final commits for new GSM.
--HG-- branch : axios-newgsm extra : close : 1
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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>ShowAllFiles</ProjectView>
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<ProjectView>ProjectFiles</ProjectView>
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</PropertyGroup>
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</Project>
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@ -41,7 +41,7 @@ namespace GameStateManagement
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HasVirtualStick = false;
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HasCursor = false;
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}
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protected bool HasCursor = false;
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public bool HasCursor = false;
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/// <summary>
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/// Normally when one screen is brought up over the top of another,
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/// the first screen will transition off to make room for the new
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@ -14,6 +14,7 @@ using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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using FarseerPhysics.SamplesFramework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace GameStateManagement
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{
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@ -244,11 +245,32 @@ namespace GameStateManagement
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return new GamePadState(_stick, Vector2.Zero, 0f, 0f, _buttons.ToArray());
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}
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public void Draw()
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{
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if (_cursorIsVisible && _cursorIsValid)
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{
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_manager.SpriteBatch.Begin();
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_manager.SpriteBatch.Draw(_cursorSprite.Texture, _cursor, null, Color.White, 0f, _cursorSprite.Origin, 1f, SpriteEffects.None, 0f);
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_manager.SpriteBatch.End();
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}
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#if WINDOWS_PHONE
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if (_handleVirtualStick)
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{
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_manager.SpriteBatch.Begin();
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_phoneA.Draw(_manager.SpriteBatch);
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_phoneB.Draw(_manager.SpriteBatch);
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_phoneStick.Draw(_manager.SpriteBatch);
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_manager.SpriteBatch.End();
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}
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#endif
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}
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/// <summary>
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/// Reads the latest state user input.
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/// </summary>
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public void Update(GameTime gameTime)
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{
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PlayerIndex p;
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_lastMouseState = _currentMouseState;
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if (_handleVirtualStick)
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{
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@ -297,8 +319,10 @@ namespace GameStateManagement
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Gestures.Clear();
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while (TouchPanel.IsGestureAvailable)
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{
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//System.Diagnostics.Debugger.Break();
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Gestures.Add(TouchPanel.ReadGesture());
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}
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//System.Diagnostics.Debugger.Break();
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// Update cursor
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Vector2 oldCursor = _cursor;
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@ -314,9 +338,16 @@ namespace GameStateManagement
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_cursor.X = _currentMouseState.X;
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_cursor.Y = _currentMouseState.Y;
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}
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if (this.IsNewKeyPress(Keys.P, PlayerIndex.One, out p))
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Console.WriteLine(_cursor.ToString());
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_cursor.X = MathHelper.Clamp(_cursor.X, 0f, _viewport.Width);
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_cursor.Y = MathHelper.Clamp(_cursor.Y, 0f, _viewport.Height);
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if (this.IsNewKeyPress(Keys.P, PlayerIndex.One, out p))
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Console.WriteLine(_cursor.ToString());
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if (_cursorIsValid && oldCursor != _cursor)
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{
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_cursorMoved = true;
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@ -345,6 +376,9 @@ namespace GameStateManagement
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_cursorIsValid = false;
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}
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#endif
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if (this.IsNewKeyPress(Keys.P, PlayerIndex.One, out p))
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Console.WriteLine(_viewport.ToString());
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}
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@ -27,6 +27,9 @@ namespace GameStateManagement
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{
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#region Fields
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// the number of pixels to pad above and below menu entries for touch input
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const int menuEntryPadding = 10;
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private List<MenuEntry> menuEntries = new List<MenuEntry>();
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int selectedEntry = 0;
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string menuTitle;
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@ -62,6 +65,8 @@ namespace GameStateManagement
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public MenuScreen(string menuTitle)
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{
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this.menuTitle = menuTitle;
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// menus generally only need Tap for menu selection
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EnabledGestures = GestureType.Tap;
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TransitionOnTime = TimeSpan.FromSeconds(0.5);
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TransitionOffTime = TimeSpan.FromSeconds(0.5);
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@ -95,6 +100,19 @@ namespace GameStateManagement
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#region Handle Input
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/// <summary>
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/// Allows the screen to create the hit bounds for a particular menu entry.
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/// </summary>
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protected virtual Rectangle GetMenuEntryHitBounds(MenuEntry entry)
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{
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// the hit bounds are the entire width of the screen, and the height of the entry
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// with some additional padding above and below.
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return new Rectangle(
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0,
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(int)entry.Position.Y - menuEntryPadding,
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ScreenManager.GraphicsDevice.Viewport.Width,
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entry.GetHeight(this) + (menuEntryPadding * 2));
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}
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/// <summary>
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/// Responds to user input, changing the selected entry and accepting
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@ -107,8 +125,10 @@ namespace GameStateManagement
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// If we pass a null controlling player, the InputState helper returns to
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// us which player actually provided the input. We pass that through to
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// OnSelectEntry and OnCancel, so they can tell which player triggered them.
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PlayerIndex playerIndex;
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#if WINDOWS || XBOX360
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PlayerIndex playerIndex;
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// Move to the previous menu entry?
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if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
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{
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@ -135,6 +155,42 @@ namespace GameStateManagement
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{
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OnCancel(playerIndex);
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}
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#endif
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#if WINDOWS_PHONE
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//selectedEntry = 1;
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PlayerIndex player;
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if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
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{
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OnCancel(player);
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}
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// look for any taps that occurred and select any entries that were tapped
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foreach (GestureSample gesture in input.Gestures)
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{
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//System.Diagnostics.Debugger.Break();
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if (gesture.GestureType == GestureType.Tap)
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{
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// convert the position to a Point that we can test against a Rectangle
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Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);
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// iterate the entries to see if any were tapped
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for (int i = 0; i < menuEntries.Count; i++)
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{
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MenuEntry menuEntry = menuEntries[i];
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if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation))
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{
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// select the entry. since gestures are only available on Windows Phone,
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// we can safely pass PlayerIndex.One to all entries since there is only
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// one player on Windows Phone.
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OnSelectEntry(i, PlayerIndex.One);
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}
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}
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}
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}
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#endif
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}
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@ -144,7 +144,7 @@ namespace GameStateManagement
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = content.Load<SpriteFont>("menufont");
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blankTexture = Game.Content.Load<Texture2D>("Materials/blank");
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input.LoadContent();
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// Tell each of the screens to load their content.
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foreach (GameScreen screen in screens)
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{
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@ -207,6 +207,8 @@ namespace GameStateManagement
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// give it a chance to handle input.
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if (!otherScreenHasFocus)
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{
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input.ShowCursor = screen.HasCursor;
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input.EnableVirtualStick = screen.HasVirtualStick;
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screen.HandleInput(gameTime, input);
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otherScreenHasFocus = true;
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@ -244,6 +246,7 @@ namespace GameStateManagement
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/// </summary>
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public override void Draw(GameTime gameTime)
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{
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foreach (GameScreen screen in screens)
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{
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if (screen.ScreenState == ScreenState.Hidden)
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@ -251,6 +254,7 @@ namespace GameStateManagement
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screen.Draw(gameTime);
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}
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input.Draw();
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}
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