axiosengine/axios/ScreenSystem/BackgroundScreen.cs

115 lines
3.6 KiB
C#

#region File Description
//-----------------------------------------------------------------------------
// BackgroundScreen.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 GameStateManagement;
#endregion
namespace GameStateManagement
{
/// <summary>
/// The background screen sits behind all the other menu screens.
/// It draws a background image that remains fixed in place regardless
/// of whatever transitions the screens on top of it may be doing.
/// </summary>
public class BackgroundScreen : GameScreen
{
#region Fields
ContentManager content;
Texture2D backgroundTexture;
#endregion
#region Initialization
/// <summary>
/// Constructor.
/// </summary>
public BackgroundScreen()
{
TransitionOnTime = TimeSpan.FromSeconds(0.5);
TransitionOffTime = TimeSpan.FromSeconds(0.5);
}
/// <summary>
/// Loads graphics content for this screen. The background texture is quite
/// big, so we use our own local ContentManager to load it. This allows us
/// to unload before going from the menus into the game itself, wheras if we
/// used the shared ContentManager provided by the Game class, the content
/// would remain loaded forever.
/// </summary>
public override void Activate(bool instancePreserved)
{
if (!instancePreserved)
{
if (content == null)
content = new ContentManager(ScreenManager.Game.Services, "Content");
backgroundTexture = content.Load<Texture2D>("background");
}
}
/// <summary>
/// Unloads graphics content for this screen.
/// </summary>
public override void Unload()
{
content.Unload();
}
#endregion
#region Update and Draw
/// <summary>
/// Updates the background screen. Unlike most screens, this should not
/// transition off even if it has been covered by another screen: it is
/// supposed to be covered, after all! This overload forces the
/// coveredByOtherScreen parameter to false in order to stop the base
/// Update method wanting to transition off.
/// </summary>
public override void Update(GameTime gameTime, bool otherScreenHasFocus,
bool coveredByOtherScreen)
{
base.Update(gameTime, otherScreenHasFocus, false);
}
/// <summary>
/// Draws the background screen.
/// </summary>
public override void Draw(GameTime gameTime)
{
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
Rectangle fullscreen = new Rectangle(0, 0, viewport.Width, viewport.Height);
spriteBatch.Begin();
spriteBatch.Draw(backgroundTexture, fullscreen,
new Color(TransitionAlpha, TransitionAlpha, TransitionAlpha));
spriteBatch.End();
}
#endregion
}
}