7cc7e9130c
--HG-- branch : axios-newgsm
359 lines
12 KiB
C#
359 lines
12 KiB
C#
#region File Description
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//-----------------------------------------------------------------------------
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// GameScreen.cs
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//
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// Microsoft XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#endregion
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using System;
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using System.IO;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input.Touch;
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namespace GameStateManagement
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{
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/// <summary>
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/// Enum describes the screen transition state.
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/// </summary>
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public enum ScreenState
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{
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TransitionOn,
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Active,
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TransitionOff,
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Hidden,
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}
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/// <summary>
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/// A screen is a single layer that has update and draw logic, and which
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/// can be combined with other layers to build up a complex menu system.
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/// For instance the main menu, the options menu, the "are you sure you
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/// want to quit" message box, and the main game itself are all implemented
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/// as screens.
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/// </summary>
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public abstract class GameScreen
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{
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protected 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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/// one. This property indicates whether the screen is only a small
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/// popup, in which case screens underneath it do not need to bother
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/// transitioning off.
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/// </summary>
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public bool IsPopup
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{
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get { return isPopup; }
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protected set { isPopup = value; }
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}
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bool isPopup = false;
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/// <summary>
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/// Indicates how long the screen takes to
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/// transition on when it is activated.
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/// </summary>
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public TimeSpan TransitionOnTime
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{
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get { return transitionOnTime; }
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protected set { transitionOnTime = value; }
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}
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TimeSpan transitionOnTime = TimeSpan.Zero;
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/// <summary>
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/// Indicates how long the screen takes to
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/// transition off when it is deactivated.
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/// </summary>
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public TimeSpan TransitionOffTime
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{
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get { return transitionOffTime; }
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protected set { transitionOffTime = value; }
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}
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TimeSpan transitionOffTime = TimeSpan.Zero;
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/// <summary>
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/// Gets the current position of the screen transition, ranging
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/// from zero (fully active, no transition) to one (transitioned
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/// fully off to nothing).
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/// </summary>
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public float TransitionPosition
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{
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get { return transitionPosition; }
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protected set { transitionPosition = value; }
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}
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float transitionPosition = 1;
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/// <summary>
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/// Gets the current alpha of the screen transition, ranging
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/// from 1 (fully active, no transition) to 0 (transitioned
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/// fully off to nothing).
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/// </summary>
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public float TransitionAlpha
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{
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get { return 1f - TransitionPosition; }
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}
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/// <summary>
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/// Gets the current screen transition state.
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/// </summary>
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public ScreenState ScreenState
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{
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get { return screenState; }
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protected set { screenState = value; }
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}
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ScreenState screenState = ScreenState.TransitionOn;
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/// <summary>
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/// There are two possible reasons why a screen might be transitioning
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/// off. It could be temporarily going away to make room for another
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/// screen that is on top of it, or it could be going away for good.
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/// This property indicates whether the screen is exiting for real:
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/// if set, the screen will automatically remove itself as soon as the
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/// transition finishes.
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/// </summary>
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public bool IsExiting
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{
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get { return isExiting; }
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protected internal set { isExiting = value; }
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}
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bool isExiting = false;
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/// <summary>
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/// Checks whether this screen is active and can respond to user input.
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/// </summary>
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public bool IsActive
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{
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get
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{
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return !otherScreenHasFocus &&
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(screenState == ScreenState.TransitionOn ||
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screenState == ScreenState.Active);
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}
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}
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bool otherScreenHasFocus;
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/// <summary>
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/// Gets the manager that this screen belongs to.
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/// </summary>
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public ScreenManager ScreenManager
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{
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get { return screenManager; }
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internal set { screenManager = value; }
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}
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ScreenManager screenManager;
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/// <summary>
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/// Gets the index of the player who is currently controlling this screen,
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/// or null if it is accepting input from any player. This is used to lock
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/// the game to a specific player profile. The main menu responds to input
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/// from any connected gamepad, but whichever player makes a selection from
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/// this menu is given control over all subsequent screens, so other gamepads
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/// are inactive until the controlling player returns to the main menu.
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/// </summary>
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public PlayerIndex? ControllingPlayer
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{
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get { return controllingPlayer; }
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internal set { controllingPlayer = value; }
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}
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PlayerIndex? controllingPlayer;
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/// <summary>
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/// Gets the gestures the screen is interested in. Screens should be as specific
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/// as possible with gestures to increase the accuracy of the gesture engine.
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/// For example, most menus only need Tap or perhaps Tap and VerticalDrag to operate.
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/// These gestures are handled by the ScreenManager when screens change and
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/// all gestures are placed in the InputState passed to the HandleInput method.
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/// </summary>
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public GestureType EnabledGestures
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{
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get { return enabledGestures; }
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protected set
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{
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enabledGestures = value;
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// the screen manager handles this during screen changes, but
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// if this screen is active and the gesture types are changing,
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// we have to update the TouchPanel ourself.
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if (ScreenState == ScreenState.Active)
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{
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TouchPanel.EnabledGestures = value;
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}
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}
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}
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GestureType enabledGestures = GestureType.None;
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/// <summary>
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/// Gets whether or not this screen is serializable. If this is true,
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/// the screen will be recorded into the screen manager's state and
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/// its Serialize and Deserialize methods will be called as appropriate.
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/// If this is false, the screen will be ignored during serialization.
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/// By default, all screens are assumed to be serializable.
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/// </summary>
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public bool IsSerializable
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{
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get { return isSerializable; }
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protected set { isSerializable = value; }
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}
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bool isSerializable = true;
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/// <summary>
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/// Activates the screen. Called when the screen is added to the screen manager or if the game resumes
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/// from being paused or tombstoned.
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/// </summary>
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/// <param name="instancePreserved">
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/// True if the game was preserved during deactivation, false if the screen is just being added or if the game was tombstoned.
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/// On Xbox and Windows this will always be false.
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/// </param>
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public virtual void Activate(bool instancePreserved) { }
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/// <summary>
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/// Deactivates the screen. Called when the game is being deactivated due to pausing or tombstoning.
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/// </summary>
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public virtual void Deactivate() { }
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/// <summary>
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/// Unload content for the screen. Called when the screen is removed from the screen manager.
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/// </summary>
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public virtual void Unload() { }
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/// <summary>
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/// Allows the screen to run logic, such as updating the transition position.
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/// Unlike HandleInput, this method is called regardless of whether the screen
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/// is active, hidden, or in the middle of a transition.
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/// </summary>
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public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
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{
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this.otherScreenHasFocus = otherScreenHasFocus;
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if (isExiting)
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{
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// If the screen is going away to die, it should transition off.
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screenState = ScreenState.TransitionOff;
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if (!UpdateTransition(gameTime, transitionOffTime, 1))
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{
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// When the transition finishes, remove the screen.
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ScreenManager.RemoveScreen(this);
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}
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}
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else if (coveredByOtherScreen)
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{
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// If the screen is covered by another, it should transition off.
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if (UpdateTransition(gameTime, transitionOffTime, 1))
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{
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// Still busy transitioning.
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screenState = ScreenState.TransitionOff;
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}
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else
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{
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// Transition finished!
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screenState = ScreenState.Hidden;
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}
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}
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else
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{
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// Otherwise the screen should transition on and become active.
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if (UpdateTransition(gameTime, transitionOnTime, -1))
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{
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// Still busy transitioning.
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screenState = ScreenState.TransitionOn;
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}
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else
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{
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// Transition finished!
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screenState = ScreenState.Active;
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}
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}
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}
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/// <summary>
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/// Helper for updating the screen transition position.
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/// </summary>
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bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction)
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{
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// How much should we move by?
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float transitionDelta;
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if (time == TimeSpan.Zero)
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transitionDelta = 1;
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else
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transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds);
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// Update the transition position.
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transitionPosition += transitionDelta * direction;
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// Did we reach the end of the transition?
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if (((direction < 0) && (transitionPosition <= 0)) ||
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((direction > 0) && (transitionPosition >= 1)))
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{
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transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1);
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return false;
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}
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// Otherwise we are still busy transitioning.
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return true;
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}
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/// <summary>
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/// Allows the screen to handle user input. Unlike Update, this method
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/// is only called when the screen is active, and not when some other
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/// screen has taken the focus.
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/// </summary>
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public virtual void HandleInput(GameTime gameTime, InputState input) { }
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/// <summary>
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/// This is called when the screen should draw itself.
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/// </summary>
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public virtual void Draw(GameTime gameTime) { }
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/// <summary>
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/// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which
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/// instantly kills the screen, this method respects the transition timings
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/// and will give the screen a chance to gradually transition off.
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/// </summary>
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public void ExitScreen()
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{
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if (TransitionOffTime == TimeSpan.Zero)
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{
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// If the screen has a zero transition time, remove it immediately.
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ScreenManager.RemoveScreen(this);
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}
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else
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{
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// Otherwise flag that it should transition off and then exit.
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isExiting = true;
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}
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}
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}
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}
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