using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Utilities.ScreenSystem
{
public interface ITransition
{
///
/// Called once when the transition is needed.
/// The dimensions of the screen.
///
void InitiateTransition(Rectangle dimensions);
///
/// Called every frame if the state of the screen this transition is placed upon is in the enter transition phase.
///
/// The time passed in seconds since the last frame.
/// Whether or not if all assets have been loaded by the .
/// The frame being rendered by the screen as it exits. This can be null.
/// If this returns true, then it is considered that this transition is complete.
bool EnteringTransition(double delta, bool assetsLoaded);
///
/// Called every frame if the state of the screen this transition is placed upon is in the exit phase.
///
/// The time passed in seconds since the last frame.
/// Whether or not if all assets have been loaded by the .
/// If this returns true, then it is considered that this transition is complete.
bool ExitingTransition(double delta, bool assetsLoaded);
///
/// Called once every frame while transition is active. Meant to draw transition.
///
///
void DrawTransition(SpriteBatch spriteBatch);
///
/// Updates if the previous screen uses a render target for exit transition.
///
/// The frame of the previous screen.
void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame);
}
}