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#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; | |
#endregion | |
namespace Rogue_Like_LOL | |
{ | |
/// <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 | |
List<GameScreen> screens = new List<GameScreen>(); | |
List<GameScreen> screensToUpdate = new List<GameScreen>(); | |
InputState input = new InputState(); | |
SpriteBatch spriteBatch; | |
SpriteFont font; | |
Texture2D blankTexture; | |
bool isInitialized; | |
bool traceEnabled; | |
#endregion | |
#region Properties | |
/// <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; } | |
} | |
#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; | |
} | |
/// <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 = Game.Content; | |
spriteBatch = new SpriteBatch(GraphicsDevice); | |
font = content.Load<SpriteFont>("Font"); | |
blankTexture = content.Load<Texture2D>("blank"); | |
// Tell each of the screens to load their content. | |
foreach (GameScreen screen in screens) | |
{ | |
screen.LoadContent(); | |
} | |
} | |
/// <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.UnloadContent(); | |
} | |
} | |
#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(); | |
// Make a copy of the master screen list, to avoid confusion if | |
// the process of updating one screen adds or removes others. | |
screensToUpdate.Clear(); | |
foreach (GameScreen screen in screens) | |
screensToUpdate.Add(screen); | |
bool otherScreenHasFocus = !Game.IsActive; | |
bool coveredByOtherScreen = false; | |
// Loop as long as there are screens waiting to be updated. | |
while (screensToUpdate.Count > 0) | |
{ | |
// Pop the topmost screen off the waiting list. | |
GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; | |
screensToUpdate.RemoveAt(screensToUpdate.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) | |
{ | |
screen.HandleInput(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); | |
} | |
} | |
#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.LoadContent(); | |
} | |
screens.Add(screen); | |
// update the TouchPanel to respond to gestures this screen is interested in | |
} | |
/// <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.UnloadContent(); | |
} | |
screens.Remove(screen); | |
screensToUpdate.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) | |
{ | |
Viewport viewport = GraphicsDevice.Viewport; | |
spriteBatch.Begin(); | |
spriteBatch.Draw(blankTexture, | |
new Rectangle(0, 0, viewport.Width, viewport.Height), | |
Color.Black * alpha); | |
spriteBatch.End(); | |
} | |
#endregion | |
} | |
} |
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