#region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion using System; using System.IO; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input.Touch; namespace GameStateManagement { /// /// Enum describes the screen transition state. /// public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// public abstract class GameScreen { protected bool HasCursor = false; /// /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// /// Indicates how long the screen takes to /// transition on when it is activated. /// public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// /// Indicates how long the screen takes to /// transition off when it is deactivated. /// public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// /// Gets the current screen transition state. /// public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// /// Checks whether this screen is active and can respond to user input. /// public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// /// Gets the manager that this screen belongs to. /// public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; /// /// 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. /// public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// /// Gets the gestures the screen is interested in. Screens should be as specific /// as possible with gestures to increase the accuracy of the gesture engine. /// For example, most menus only need Tap or perhaps Tap and VerticalDrag to operate. /// These gestures are handled by the ScreenManager when screens change and /// all gestures are placed in the InputState passed to the HandleInput method. /// public GestureType EnabledGestures { get { return enabledGestures; } protected set { enabledGestures = value; // the screen manager handles this during screen changes, but // if this screen is active and the gesture types are changing, // we have to update the TouchPanel ourself. if (ScreenState == ScreenState.Active) { TouchPanel.EnabledGestures = value; } } } GestureType enabledGestures = GestureType.None; /// /// 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. /// public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; /// /// Activates the screen. Called when the screen is added to the screen manager or if the game resumes /// from being paused or tombstoned. /// /// /// 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. /// public virtual void Activate(bool instancePreserved) { } /// /// Deactivates the screen. Called when the game is being deactivated due to pausing or tombstoning. /// public virtual void Deactivate() { } /// /// Unload content for the screen. Called when the screen is removed from the screen manager. /// public virtual void Unload() { } /// /// 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. /// public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// /// Helper for updating the screen transition position. /// bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// /// 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. /// public virtual void HandleInput(GameTime gameTime, InputState input) { } /// /// This is called when the screen should draw itself. /// public virtual void Draw(GameTime gameTime) { } /// /// 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. /// public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } } }