axiosengine/axios/ScreenSystem/ScreenManager.cs
Nathan Adams 01748bc5f8 Fixing axios log flag detection
Adding dispose methods to AxiosFile objects
Adding extended log to AxiosLog
Fixing issue in CommandConsole where the first line would not be displayed
Adding commands to commandconsole
2015-01-02 20:14:38 -06:00

505 lines
18 KiB
C#

#region File Description
//-----------------------------------------------------------------------------
// ScreenManager.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Diagnostics;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
using System.IO;
using System.IO.IsolatedStorage;
using System.Xml.Linq;
using FarseerPhysics.SamplesFramework;
using Axios.Engine;
#endregion
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
/// methods at the appropriate times, and automatically routes input to the
/// topmost active screen.
/// </summary>
public class ScreenManager : DrawableGameComponent
{
#region Fields
private const string StateFilename = "ScreenManagerState.xml";
List<GameScreen> screens = new List<GameScreen>();
List<GameScreen> tempScreensList = new List<GameScreen>();
InputState input;
SpriteBatch spriteBatch;
SpriteFont font;
Texture2D blankTexture;
bool isInitialized;
bool traceEnabled;
/// <summary>
/// Contains all the fonts avaliable for use.
/// </summary>
private SpriteFonts _spriteFonts;
#endregion
#region Properties
public InputState InputState
{
get { return input; }
private set { input = value; }
}
public SpriteFonts Fonts
{
get { return _spriteFonts; }
}
/// <summary>
/// A default SpriteBatch shared by all the screens. This saves
/// each screen having to bother creating their own local instance.
/// </summary>
public SpriteBatch SpriteBatch
{
get { return spriteBatch; }
}
/// <summary>
/// A default font shared by all the screens. This saves
/// each screen having to bother loading their own local copy.
/// </summary>
public SpriteFont Font
{
get { return font; }
}
/// <summary>
/// If true, the manager prints out a list of all the screens
/// each time it is updated. This can be useful for making sure
/// everything is being added and removed at the right times.
/// </summary>
public bool TraceEnabled
{
get { return traceEnabled; }
set { traceEnabled = value; }
}
/// <summary>
/// Gets a blank texture that can be used by the screens.
/// </summary>
public Texture2D BlankTexture
{
get { return blankTexture; }
}
#endregion
#region Initialization
/// <summary>
/// Constructs a new screen manager component.
/// </summary>
public ScreenManager(Game game)
: base(game)
{
// we must set EnabledGestures before we can query for them, but
// we don't assume the game wants to read them.
TouchPanel.EnabledGestures = GestureType.None;
this.input = new InputState(this);
}
/// <summary>
/// Initializes the screen manager component.
/// </summary>
public override void Initialize()
{
base.Initialize();
isInitialized = true;
}
/// <summary>
/// Load your graphics content.
/// </summary>
protected override void LoadContent()
{
// Load content belonging to the screen manager.
ContentManager content = new ContentManager(this.Game.Services, "Content/Fonts");
_spriteFonts = new SpriteFonts(content);
spriteBatch = new SpriteBatch(GraphicsDevice);
font = content.Load<SpriteFont>("menufont");
blankTexture = Game.Content.Load<Texture2D>("Materials/blank");
GameServices.AddService<GraphicsDevice>(this.Game.GraphicsDevice);
GameServices.AddService<ContentManager>(this.Game.Content);
// It is advised to use one instance of Random
// because Random is seeded with the current time
// initilizing random objects too quickly can cause
// the impression of generating the same value
// http://stackoverflow.com/questions/2727538/random-encounter-not-so-random
GameServices.AddService<Random>(new Random());
AxiosRandom.init();
input.LoadContent();
// Tell each of the screens to load their content.
foreach (GameScreen screen in screens)
{
screen.Activate(false);
}
}
/// <summary>
/// Unload your graphics content.
/// </summary>
protected override void UnloadContent()
{
// Tell each of the screens to unload their content.
foreach (GameScreen screen in screens)
{
screen.Unload();
}
}
#endregion
#region Update and Draw
/// <summary>
/// Allows each screen to run logic.
/// </summary>
public override void Update(GameTime gameTime)
{
// Read the keyboard and gamepad.
input.Update(gameTime);
// Make a copy of the master screen list, to avoid confusion if
// the process of updating one screen adds or removes others.
tempScreensList.Clear();
foreach (GameScreen screen in screens)
tempScreensList.Add(screen);
bool otherScreenHasFocus = !Game.IsActive;
bool coveredByOtherScreen = false;
// Loop as long as there are screens waiting to be updated.
while (tempScreensList.Count > 0)
{
// Pop the topmost screen off the waiting list.
GameScreen screen = tempScreensList[tempScreensList.Count - 1];
tempScreensList.RemoveAt(tempScreensList.Count - 1);
// Update the screen.
screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
if (screen.ScreenState == ScreenState.TransitionOn ||
screen.ScreenState == ScreenState.Active)
{
// If this is the first active screen we came across,
// give it a chance to handle input.
if (!otherScreenHasFocus)
{
// The default implementation of screens aren't aware that it's
// being woke up
input.ShowCursor = screen.HasCursor;
input.EnableVirtualStick = screen.HasVirtualStick;
screen.HandleInput(gameTime, input);
otherScreenHasFocus = true;
}
// If this is an active non-popup, inform any subsequent
// screens that they are covered by it.
if (!screen.IsPopup)
coveredByOtherScreen = true;
}
}
// Print debug trace?
if (traceEnabled)
TraceScreens();
}
/// <summary>
/// Prints a list of all the screens, for debugging.
/// </summary>
void TraceScreens()
{
List<string> screenNames = new List<string>();
foreach (GameScreen screen in screens)
screenNames.Add(screen.GetType().Name);
Debug.WriteLine(string.Join(", ", screenNames.ToArray()));
}
/// <summary>
/// Tells each screen to draw itself.
/// </summary>
public override void Draw(GameTime gameTime)
{
foreach (GameScreen screen in screens)
{
if (screen.ScreenState == ScreenState.Hidden)
continue;
screen.Draw(gameTime);
}
input.Draw();
}
#endregion
#region Public Methods
/// <summary>
/// Adds a new screen to the screen manager.
/// </summary>
public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer)
{
screen.ControllingPlayer = controllingPlayer;
screen.ScreenManager = this;
screen.IsExiting = false;
// If we have a graphics device, tell the screen to load content.
if (isInitialized)
{
screen.Activate(false);
}
screens.Add(screen);
// update the TouchPanel to respond to gestures this screen is interested in
TouchPanel.EnabledGestures = screen.EnabledGestures;
}
/// <summary>
/// Adds a new screen to the screen manager with a default PlayerIndex of one
/// </summary>
public void AddScreen(GameScreen screen)
{
screen.ControllingPlayer = PlayerIndex.One;
screen.ScreenManager = this;
screen.IsExiting = false;
// If we have a graphics device, tell the screen to load content.
if (isInitialized)
{
screen.Activate(false);
}
screens.Add(screen);
// update the TouchPanel to respond to gestures this screen is interested in
TouchPanel.EnabledGestures = screen.EnabledGestures;
}
/// <summary>
/// Removes a screen from the screen manager. You should normally
/// use GameScreen.ExitScreen instead of calling this directly, so
/// the screen can gradually transition off rather than just being
/// instantly removed.
/// </summary>
public void RemoveScreen(GameScreen screen)
{
// If we have a graphics device, tell the screen to unload content.
if (isInitialized)
{
screen.Unload();
}
screens.Remove(screen);
tempScreensList.Remove(screen);
// if there is a screen still in the manager, update TouchPanel
// to respond to gestures that screen is interested in.
if (screens.Count > 0)
{
TouchPanel.EnabledGestures = screens[screens.Count - 1].EnabledGestures;
}
}
/// <summary>
/// Expose an array holding all the screens. We return a copy rather
/// than the real master list, because screens should only ever be added
/// or removed using the AddScreen and RemoveScreen methods.
/// </summary>
public GameScreen[] GetScreens()
{
return screens.ToArray();
}
/// <summary>
/// Helper draws a translucent black fullscreen sprite, used for fading
/// screens in and out, and for darkening the background behind popups.
/// </summary>
public void FadeBackBufferToBlack(float alpha)
{
spriteBatch.Begin();
spriteBatch.Draw(blankTexture, GraphicsDevice.Viewport.Bounds, Color.Black * alpha);
spriteBatch.End();
}
/// <summary>
/// Informs the screen manager to serialize its state to disk.
/// </summary>
public void Deactivate()
{
#if !WINDOWS_PHONE
return;
#else
// Open up isolated storage
using (IsolatedStorageFile storage = IsolatedStorageFile.GetUserStoreForApplication())
{
// Create an XML document to hold the list of screen types currently in the stack
XDocument doc = new XDocument();
XElement root = new XElement("ScreenManager");
doc.Add(root);
// Make a copy of the master screen list, to avoid confusion if
// the process of deactivating one screen adds or removes others.
tempScreensList.Clear();
foreach (GameScreen screen in screens)
tempScreensList.Add(screen);
// Iterate the screens to store in our XML file and deactivate them
foreach (GameScreen screen in tempScreensList)
{
// Only add the screen to our XML if it is serializable
if (screen.IsSerializable)
{
// We store the screen's controlling player so we can rehydrate that value
string playerValue = screen.ControllingPlayer.HasValue
? screen.ControllingPlayer.Value.ToString()
: "";
root.Add(new XElement(
"GameScreen",
new XAttribute("Type", screen.GetType().AssemblyQualifiedName),
new XAttribute("ControllingPlayer", playerValue)));
}
// Deactivate the screen regardless of whether we serialized it
screen.Deactivate();
}
// Save the document
using (IsolatedStorageFileStream stream = storage.CreateFile(StateFilename))
{
doc.Save(stream);
}
}
#endif
}
public bool Activate(bool instancePreserved)
{
#if !WINDOWS_PHONE
return false;
#else
// If the game instance was preserved, the game wasn't dehydrated so our screens still exist.
// We just need to activate them and we're ready to go.
if (instancePreserved)
{
// Make a copy of the master screen list, to avoid confusion if
// the process of activating one screen adds or removes others.
tempScreensList.Clear();
foreach (GameScreen screen in screens)
tempScreensList.Add(screen);
foreach (GameScreen screen in tempScreensList)
screen.Activate(true);
}
// Otherwise we need to refer to our saved file and reconstruct the screens that were present
// when the game was deactivated.
else
{
// Try to get the screen factory from the services, which is required to recreate the screens
IScreenFactory screenFactory = Game.Services.GetService(typeof(IScreenFactory)) as IScreenFactory;
if (screenFactory == null)
{
throw new InvalidOperationException(
"Game.Services must contain an IScreenFactory in order to activate the ScreenManager.");
}
// Open up isolated storage
using (IsolatedStorageFile storage = IsolatedStorageFile.GetUserStoreForApplication())
{
// Check for the file; if it doesn't exist we can't restore state
if (!storage.FileExists(StateFilename))
return false;
// Read the state file so we can build up our screens
using (IsolatedStorageFileStream stream = storage.OpenFile(StateFilename, FileMode.Open))
{
XDocument doc = XDocument.Load(stream);
// Iterate the document to recreate the screen stack
foreach (XElement screenElem in doc.Root.Elements("GameScreen"))
{
// Use the factory to create the screen
Type screenType = Type.GetType(screenElem.Attribute("Type").Value);
GameScreen screen = screenFactory.CreateScreen(screenType);
// Rehydrate the controlling player for the screen
PlayerIndex? controllingPlayer = screenElem.Attribute("ControllingPlayer").Value != ""
? (PlayerIndex)Enum.Parse(typeof(PlayerIndex), screenElem.Attribute("ControllingPlayer").Value, true)
: (PlayerIndex?)null;
screen.ControllingPlayer = controllingPlayer;
// Add the screen to the screens list and activate the screen
screen.ScreenManager = this;
screens.Add(screen);
screen.Activate(false);
// update the TouchPanel to respond to gestures this screen is interested in
TouchPanel.EnabledGestures = screen.EnabledGestures;
}
}
}
}
return true;
#endif
}
#endregion
}
}