recrownedathenaeum/RecrownedAthenaeum/UI/Book/Book.cs

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2.8 KiB
C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Camera;
using System.Collections.Generic;
using System.Linq;
namespace RecrownedAthenaeum.UI.Book
{
public class Book
{
Camera2D camera;
Page targetPage;
Rectangle dimensions;
Dictionary<string, Page> pages = new Dictionary<string, Page>();
/// <summary>
/// Should be called whenever a valid camera and dimensions for the book exist.
/// Initializes book with given parameters.
/// </summary>
/// <param name="camera">Camera game is currently using.</param>
/// <param name="dimensions">Dimensions of the book and the dimensions the pages will use.</param>
public void Initiate(Camera2D camera, Rectangle dimensions)
{
this.camera = camera;
this.dimensions = dimensions;
}
public void Draw(SpriteBatch batch)
{
for (int pageIndex = 0; pageIndex < pages.Count; pageIndex++)
{
Page page = pages.ElementAt(pageIndex).Value;
page.Draw(batch);
}
}
public void Update(GameTime gameTime)
{
if (targetPage != null)
{
Vector2 position;
Rectangle targetBounds = targetPage.bounds;
position.X = targetBounds.X + (targetBounds.Width * 0.5f);
position.Y = targetBounds.Y + (targetBounds.Height * 0.5f);
camera.LinearInterpolationToPosition(0.4f, position, (float)gameTime.ElapsedGameTime.TotalSeconds);
if (camera.Position == position)
{
targetPage = null;
}
}
for (int pageIndex = 0; pageIndex < pages.Count; pageIndex++)
{
Page page = pages.ElementAt(pageIndex).Value;
if (page.NeedsSizeUpdate) page.ApplySize(dimensions.Width, dimensions.Height);
page.Update(gameTime);
}
}
public void AddPages(params Page[] pages)
{
foreach (Page page in pages)
{
this.pages.Add(page.Name, page);
}
}
public void RemovePage(Page page)
{
RemovePage(page.Name);
}
public void RemovePage(string name)
{
pages.Remove(name);
}
public void LerpToPage(Page page)
{
targetPage = page;
}
public void GoToPage(Page page)
{
Rectangle targetBounds = page.bounds;
camera.Position.X = targetBounds.X + (targetBounds.Width * 0.5f);
camera.Position.Y = targetBounds.Y + (targetBounds.Height * 0.5f);
}
}
}