using Microsoft.Win32.SafeHandles; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using RecrownedAthenaeum.Camera; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; namespace RecrownedAthenaeum.ScreenSystem { public delegate void FirstScreenChange(Screen screen); public class ScreenManager : IDisposable { bool disposed = false; public event FirstScreenChange RequireNextScreenEvent; private GraphicsDeviceManager graphics; private Screen previousScreen; private RenderTarget2D previousScreenRenderTarget; private Screen currentScreen; private Camera2D camera; private bool firstScreenChangeComplete; public Screen Screen { get { return currentScreen; } set { previousScreen = currentScreen; currentScreen = value; if (!Screen.Initiated) { Screen.Initiate(graphics.GraphicsDevice, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), camera); } if (previousScreen != null && previousScreenRenderTarget == null && previousScreen.UseRenderTargetForExitTransition) { previousScreenRenderTarget = new RenderTarget2D(graphics.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); } graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget); graphics.GraphicsDevice.Clear(Color.Black); Debug.WriteLine("Showing " + value.GetType().Name); Screen.Show(); previousScreen?.Hide(); } } public ScreenManager(GraphicsDeviceManager graphicsDeviceManager, Camera2D camera) { this.graphics = graphicsDeviceManager; this.camera = camera; } public void UpdateCurrentScreen(GameTime gameTime, bool assetsDone) { switch (Screen.State) { case ScreenState.EnterTransition: if (previousScreen != null && previousScreen.UseRenderTargetForExitTransition) { previousScreen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone); } Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone); break; case ScreenState.ExitTransition: if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone)) { if (!firstScreenChangeComplete) { firstScreenChangeComplete = true; OnFirstScreenChange(Screen); } if (Screen.NextScreen != null) { Debug.WriteLine("Changing to the next given screen."); Screen = Screen.NextScreen; } else if (previousScreen != null) { Debug.WriteLine("Changing to previous screen."); Screen = previousScreen; } else { throw new InvalidOperationException("No next screen provided and no previous screen to return to."); } } break; } Screen.Update(gameTime); } public void DrawCurrentScreen(SpriteBatch spriteBatch) { graphics.GraphicsDevice.Clear(Screen.BackgroundColor); if (Screen.State == ScreenState.EnterTransition && previousScreen != null && previousScreen.UseRenderTargetForExitTransition) { graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget); graphics.GraphicsDevice.Clear(previousScreen.BackgroundColor); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.TransformMatrix); previousScreen.Draw(spriteBatch); spriteBatch.End(); graphics.GraphicsDevice.SetRenderTarget(null); Screen.UpdatePreviousScreenFrame(previousScreenRenderTarget); } spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.TransformMatrix); Screen.Draw(spriteBatch); spriteBatch.End(); } public void Resize(LoadingScreen loadingScreen) { Screen.AssetLoadStateChange(true); Screen = loadingScreen; previousScreenRenderTarget.Dispose(); previousScreenRenderTarget = null; } public void PostResize() { Screen.AssetLoadStateChange(false); } public void OnFirstScreenChange(Screen screen) { RequireNextScreenEvent?.Invoke(screen); } public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } public virtual void Dispose(bool disposing) { if (disposed) return; if (disposing) { previousScreenRenderTarget?.Dispose(); } disposing = true; } } }