recrownedathenaeum/RecrownedAthenaeum/UI/ScreenSystem/ITransition.cs

47 lines
2.2 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
namespace RecrownedAthenaeum.UI.ScreenSystem
{
/// <summary>
/// Contracts a transition that the <see cref="ScreenManager"/> can use.
/// </summary>
public interface ITransition
{
/// <summary>
/// Called once when the transition is needed.
/// <param name="dimensions">The dimensions of the screen.</param>
/// </summary>
void InitiateTransition(Rectangle dimensions);
/// <summary>
/// Called every frame if the state of the screen this transition is placed upon is in the enter transition phase.
/// </summary>
/// <param name="delta">The time passed in seconds since the last frame.</param>
/// <param name="waiting">Whether or not this transition is waiting on something. Usually the <see cref="ContentSystem"/>.</param>
/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
bool UpdateEnteringTransition(double delta, bool waiting);
/// <summary>
/// Called every frame if the state of the screen this transition is placed upon is in the exit phase.
/// </summary>
/// <param name="delta">The time passed in seconds since the last frame.</param>
/// <param name="waiting">Whether or not this transition is waiting on something. Usually the <see cref="ContentSystem"/>.</param>
/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
bool UpdateExitingTransition(double delta, bool waiting);
/// <summary>
/// Called once every frame while transition is active. Meant to draw transition.
/// </summary>
/// <param name="spriteBatch"></param>
void DrawTransition(ConsistentSpriteBatch spriteBatch);
/// <summary>
/// Updates if the previous screen uses a render target for exit transition.
/// </summary>
/// <param name="previousScreenFrame">The frame of the previous screen.</param>
void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame);
}
}