285 lines
10 KiB
C#
285 lines
10 KiB
C#
#region File Description
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//-----------------------------------------------------------------------------
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// PlayerIndexEventArgs.cs
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//
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// 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 Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input.Touch;
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namespace FarseerPhysics.SamplesFramework
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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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private GestureType _enabledGestures = GestureType.None;
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private bool _otherScreenHasFocus;
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public GameScreen()
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{
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ScreenState = ScreenState.TransitionOn;
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TransitionPosition = 1;
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TransitionOffTime = TimeSpan.Zero;
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TransitionOnTime = TimeSpan.Zero;
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HasCursor = false;
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HasVirtualStick = false;
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}
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public bool HasCursor { get; set; }
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public bool HasVirtualStick { get; set; }
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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 { get; protected set; }
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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 { get; protected set; }
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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 { get; protected set; }
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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 { get; protected set; }
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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 { get; protected set; }
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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 { get; protected internal set; }
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public bool AlwaysHasFocus = 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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/// <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 { get; internal set; }
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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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/// <summary>
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/// Load graphics content for the screen.
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/// </summary>
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public virtual void LoadContent()
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{
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}
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/// <summary>
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/// Unload content for the screen.
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/// </summary>
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public virtual void UnloadContent()
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{
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}
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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,
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bool coveredByOtherScreen)
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{
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_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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private 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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{
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transitionDelta = 1f;
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}
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else
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{
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transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds /
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time.TotalMilliseconds);
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}
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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(InputHelper input, GameTime gameTime)
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{
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}
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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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{
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}
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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 virtual void ExitScreen()
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{
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if (TransitionOffTime == TimeSpan.Zero && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
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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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} |