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@ -15,18 +15,18 @@ namespace RecrownedAthenaeum.ScreenSystem
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/// Called every frame if the state of the screen this transition is placed upon is in the enter transition phase.
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/// </summary>
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/// <param name="delta">The time passed in seconds since the last frame.</param>
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/// <param name="assetsLoaded">Whether or not if all assets have been loaded by the <see cref="ContentSystem"/>.</param>
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/// <param name="waiting">Whether or not this transition is waiting on something. Usually the <see cref="ContentSystem"/>.</param>
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/// <param name="previousScreenExitFrame">The frame being rendered by the screen as it exits. This can be null.</param>
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/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
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bool EnteringTransition(double delta, bool assetsLoaded);
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bool EnteringTransition(double delta, bool waiting);
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/// <summary>
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/// Called every frame if the state of the screen this transition is placed upon is in the exit phase.
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/// </summary>
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/// <param name="delta">The time passed in seconds since the last frame.</param>
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/// <param name="assetsLoaded">Whether or not if all assets have been loaded by the <see cref="ContentSystem"/>.</param>
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/// <param name="waiting">Whether or not this transition is waiting on something. Usually the <see cref="ContentSystem"/>.</param>
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/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
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bool ExitingTransition(double delta, bool assetsLoaded);
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bool ExitingTransition(double delta, bool waiting);
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/// <summary>
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/// Called once every frame while transition is active. Meant to draw transition.
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@ -69,14 +69,14 @@ namespace RecrownedAthenaeum.ScreenSystem
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}
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public bool EnteringTransition(double delta, bool assetsLoaded)
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public bool EnteringTransition(double delta, bool waiting)
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{
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float deltaf = (float)delta;
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if (rotate)
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{
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DoRotate(deltaf);
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}
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if (assetsLoaded)
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if (waiting)
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{
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if (progR < 254 || progG < 254 || progB < 254)
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{
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@ -106,7 +106,7 @@ namespace RecrownedAthenaeum.ScreenSystem
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return false;
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}
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public bool ExitingTransition(double delta, bool assetsLoaded)
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public bool ExitingTransition(double delta, bool waiting)
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{
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float deltaf = (float)delta;
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if (rotate)
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@ -26,9 +26,6 @@ namespace RecrownedAthenaeum.ScreenSystem
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/// <summary>
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/// Called only once after initialization to give required parameters.
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/// </summary>
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/// <param name="graphicsDevice"></param>
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/// <param name="screenSize"></param>
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/// <param name="camera"></param>
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public virtual void Initiate(GraphicsDevice graphicsDevice, Rectangle screenSize, Camera2D camera)
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{
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this.Camera = camera;
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@ -37,11 +34,19 @@ namespace RecrownedAthenaeum.ScreenSystem
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Initiated = true;
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}
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/// <summary>
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/// Called to update the screen.
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/// </summary>
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/// <param name="gameTime">Game time information.</param>
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public virtual void Update(GameTime gameTime)
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{
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}
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/// <summary>
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/// Called to draw this screen.
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/// </summary>
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/// <param name="spriteBatch">SpriteBatch to use.</param>
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public virtual void Draw(SpriteBatch spriteBatch)
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{
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foreach (ITransition transition in Transitions)
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@ -51,33 +56,33 @@ namespace RecrownedAthenaeum.ScreenSystem
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}
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/// <summary>
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/// Updates the transition.
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/// Updates the transition based on the current state of the screen.
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/// </summary>
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/// <param name="delta">Time passed since last frame in seconds.</param>
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/// <param name="assetsLoaded">If waiting on assets.</param>
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/// <param name="waiting">If the this transition should wait.</param>
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/// <param name="previousScreenExitFrame">The previous screen's frame. May be null.</param>
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/// <returns>Only returns true if exit transition is complete. Returns false otherwise.</returns>
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public bool UpdateTransition(double delta, bool assetsLoaded)
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public bool UpdateTransition(double delta, bool waiting)
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{
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switch (State)
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{
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case ScreenState.EnterTransition:
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EnteringTransition(delta, assetsLoaded);
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EnteringTransition(delta, waiting);
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break;
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case ScreenState.ExitTransition:
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return ExitingTransition(delta, assetsLoaded);
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return ExitingTransition(delta, waiting);
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}
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return false;
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}
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private void EnteringTransition(double delta, bool assetsLoaded)
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private void EnteringTransition(double delta, bool waiting)
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{
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bool complete = true;
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for (int transitionID = 0; transitionID < Transitions.Count; transitionID++)
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{
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ITransition transition = Transitions[transitionID];
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if (!transition.EnteringTransition(delta, assetsLoaded))
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if (!transition.EnteringTransition(delta, waiting))
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{
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complete = false;
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}
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@ -88,12 +93,12 @@ namespace RecrownedAthenaeum.ScreenSystem
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}
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}
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private bool ExitingTransition(double delta, bool assetsLoaded)
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private bool ExitingTransition(double delta, bool waiting)
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{
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bool complete = true;
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foreach (ITransition transition in Transitions)
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{
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if (!transition.ExitingTransition(delta, assetsLoaded))
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if (!transition.ExitingTransition(delta, waiting))
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{
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complete = false;
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}
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@ -113,11 +118,18 @@ namespace RecrownedAthenaeum.ScreenSystem
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}
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}
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/// <summary>
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/// Called when this screen is no longer the displayed screen.
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/// </summary>
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public virtual void Hide()
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{
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}
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/// <summary>
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/// Called whenever the status of assets changes from being loaded to unloaded or unloaded to loaded.
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/// </summary>
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/// <param name="state">True for loaded, false for unloaded.</param>
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public virtual void AssetLoadStateChange(bool state)
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{
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@ -125,12 +137,20 @@ namespace RecrownedAthenaeum.ScreenSystem
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public ScreenState State { get; private set; }
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/// <summary>
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/// Call this to begin exit transition.
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/// </summary>
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/// <param name="UseRenderTargetForExitTransition">Whether or not to use a render target for the next screen to use.</param>
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public void StartExitTransition(bool UseRenderTargetForExitTransition = false)
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{
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this.UseRenderTargetForExitTransition = UseRenderTargetForExitTransition;
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State = ScreenState.ExitTransition;
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}
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/// <summary>
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/// Called everytime the previous screen frame buffer updates. Used for transition purposes.
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/// </summary>
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/// <param name="previousScreenFrame">The previous screen's render buffer.</param>
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public virtual void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame)
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{
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foreach (ITransition transition in Transitions)
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@ -6,19 +6,30 @@ using System.Diagnostics;
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namespace RecrownedAthenaeum.ScreenSystem
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{
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public delegate void FirstScreenChange(Screen screen);
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/// <summary>
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/// Called when the first screen is being shown.
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/// </summary>
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/// <param name="screen">The screen to show after the loading screen.</param>
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public delegate void ShowFirstScreen(Screen screen);
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public class ScreenManager : IDisposable
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{
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bool disposed = false;
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public event FirstScreenChange RequireNextScreenEvent;
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/// <summary>
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/// Called when the first loading screen is done, and needs to show the landing screen.
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/// </summary>
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public event ShowFirstScreen ShowFirstScreenEvent;
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private GraphicsDeviceManager graphics;
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private Screen previousScreen;
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private RenderTarget2D previousScreenRenderTarget;
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private Screen currentScreen;
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private Camera2D camera;
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private bool firstScreenChangeComplete;
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private bool resizing;
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/// <summary>
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/// Currently displayed screen.
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/// </summary>
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public Screen Screen
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{
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get
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@ -46,25 +57,35 @@ namespace RecrownedAthenaeum.ScreenSystem
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}
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}
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/// <summary>
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/// Creates a screen manager that helps manage multiple screens and their transitions.
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/// </summary>
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/// <param name="graphicsDeviceManager">The graphics device manager to be used.</param>
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/// <param name="camera">The camera to be used to perform the correct translations and transformations.</param>
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public ScreenManager(GraphicsDeviceManager graphicsDeviceManager, Camera2D camera)
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{
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this.graphics = graphicsDeviceManager;
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this.camera = camera;
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}
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public void UpdateCurrentScreen(GameTime gameTime, bool assetsDone)
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/// <summary>
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/// Updates the screens. Should be called once every frame.
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/// </summary>
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/// <param name="gameTime">Contains the time that has passed from the last frame.</param>
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/// <param name="waiting">Whether or not there is something a transition should be waiting for. Usually used to wait for assets to complete loading.</param>
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public void UpdateCurrentScreen(GameTime gameTime, bool waiting)
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{
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switch (Screen.State)
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{
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case ScreenState.EnterTransition:
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if (previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
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{
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previousScreen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone);
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previousScreen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, waiting);
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}
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Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone);
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Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, waiting);
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break;
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case ScreenState.ExitTransition:
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if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone))
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if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, waiting))
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{
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if (!firstScreenChangeComplete)
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{
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@ -91,6 +112,10 @@ namespace RecrownedAthenaeum.ScreenSystem
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Screen.Update(gameTime);
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}
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/// <summary>
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/// Renders screen into window.
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/// </summary>
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/// <param name="spriteBatch">Uses this batch to render.</param>
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public void DrawCurrentScreen(SpriteBatch spriteBatch)
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{
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graphics.GraphicsDevice.Clear(Screen.BackgroundColor);
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@ -109,22 +134,33 @@ namespace RecrownedAthenaeum.ScreenSystem
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spriteBatch.End();
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}
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/// <summary>
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/// Should be called when resize is occurring to change to a loading screen.
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/// This will notify the screen of the status of the assets, change the screen to a loading screen, and dispose of the previous screen buffer.
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/// </summary>
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/// <param name="loadingScreen">The loading screen to change to.</param>
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public void Resize(LoadingScreen loadingScreen)
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{
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Screen.AssetLoadStateChange(true);
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if (resizing) throw new InvalidOperationException("Already resizing.");
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resizing = true;
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Screen.AssetLoadStateChange(false);
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Screen = loadingScreen;
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previousScreenRenderTarget.Dispose();
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previousScreenRenderTarget = null;
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}
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/// <summary>
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/// Notifies all screen that assets have completed being loaded after a resize.
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/// </summary>
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public void PostResize()
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{
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Screen.AssetLoadStateChange(false);
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if (!resizing) throw new InvalidOperationException("Was never resizing.");
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Screen.AssetLoadStateChange(true);
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}
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public void OnFirstScreenChange(Screen screen)
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private void OnFirstScreenChange(Screen screen)
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{
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RequireNextScreenEvent?.Invoke(screen);
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ShowFirstScreenEvent?.Invoke(screen);
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}
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public void Dispose()
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public string Name;
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public Color color = Color.White;
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/// <summary>
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/// Called every frame to update this module. Calculations and movement should go here.
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/// </summary>
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/// <param name="gameTime">Game time information.</param>
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public virtual void Update(GameTime gameTime)
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{
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}
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/// <summary>
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/// Called every frame to draw this module. Anything that needs to be drawn should go here.
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/// </summary>
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/// <param name="batch">Batch used to draw.</param>
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public virtual void Draw(SpriteBatch batch)
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{
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}
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public Rectangle ConvertToParentCoordinates(Rectangle bounds)
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/// <summary>
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/// Converts the given rectangle to the coordinates of the parent.
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/// </summary>
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/// <param name="rectangle">Rectangle to convert.</param>
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/// <returns></returns>
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public Rectangle ConvertToParentCoordinates(Rectangle rectangle)
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{
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if (Parent != null)
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{
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Rectangle parentHitbox = Parent.ConvertToParentCoordinates(bounds);
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int tX = bounds.X + parentHitbox.X;
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int tY = bounds.Y + parentHitbox.Y;
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return new Rectangle(tX, tY, bounds.Width, bounds.Height);
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Rectangle parentHitbox = Parent.ConvertToParentCoordinates(rectangle);
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int tX = rectangle.X + parentHitbox.X;
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int tY = rectangle.Y + parentHitbox.Y;
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return new Rectangle(tX, tY, rectangle.Width, rectangle.Height);
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} else
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{
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return bounds;
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return rectangle;
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}
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}
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/// <summary>
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/// Removes this module from the parent.
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/// </summary>
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public void RemoveFromParent()
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{
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if (Parent == null)
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}
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}
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/// <summary>
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/// Adds module(s) to this group.
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/// </summary>
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/// <param name="addModules">The module(s) to add.</param>
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public void AddModule(params UIModule[] addModules)
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{
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foreach (UIModule module in addModules)
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@ -78,6 +82,10 @@ namespace RecrownedAthenaeum.UI.Modular
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}
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}
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/// <summary>
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/// Removes given module from group.
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/// </summary>
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/// <param name="module">module to remove.</param>
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public void RemoveModule(UIModule module)
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{
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module.Parent = null;
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