Even more documentation.

This commit is contained in:
2019-01-14 01:26:46 -06:00
parent 40c7772559
commit b019b7cf10
16 changed files with 368 additions and 46 deletions

View File

@@ -3,11 +3,14 @@ using Microsoft.Xna.Framework.Graphics;
namespace RecrownedAthenaeum.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>
/// <param name="dimensions">The dimensions of the screen.</param>
/// </summary>
void InitiateTransition(Rectangle dimensions);
@@ -16,9 +19,8 @@ namespace RecrownedAthenaeum.ScreenSystem
/// </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>
/// <param name="previousScreenExitFrame">The frame being rendered by the screen as it exits. This can be null.</param>
/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
bool EnteringTransition(double delta, bool waiting);
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.
@@ -26,7 +28,7 @@ namespace RecrownedAthenaeum.ScreenSystem
/// <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 ExitingTransition(double delta, bool waiting);
bool UpdateExitingTransition(double delta, bool waiting);
/// <summary>
/// Called once every frame while transition is active. Meant to draw transition.

View File

@@ -5,6 +5,9 @@ using System;
namespace RecrownedAthenaeum.ScreenSystem
{
/// <summary>
/// A screen specifically meant to fill in loading times.
/// </summary>
public class LoadingScreen : Screen, ITransition
{
private const float ENTER_TIME = 2f;
@@ -22,6 +25,13 @@ namespace RecrownedAthenaeum.ScreenSystem
readonly bool rotate;
Vector2 origin;
/// <summary>
/// Constructs a loading screen.
/// </summary>
/// <param name="game">The game itself to adjust mouse settings and such.</param>
/// <param name="screenImage"></param>
/// <param name="proportion"></param>
/// <param name="rotate"></param>
public LoadingScreen(Game game, Texture2D screenImage, float proportion, bool rotate = false) : base(true)
{
this.game = game;
@@ -31,18 +41,24 @@ namespace RecrownedAthenaeum.ScreenSystem
Transitions.Add(this);
}
/// <inheritdoc />
public override void Show()
{
game.IsMouseVisible = false;
base.Show();
}
/// <inheritdoc />
public override void Hide()
{
game.IsMouseVisible = true;
base.Hide();
}
/// <summary>
/// Sets things to correct values for start of transition.
/// </summary>
/// <param name="dimensions">The window dimensions.</param>
public void InitiateTransition(Rectangle dimensions)
{
color = Color.White;
@@ -63,13 +79,22 @@ namespace RecrownedAthenaeum.ScreenSystem
}
}
/// <summary>
/// Draws the transition.
/// </summary>
/// <param name="spriteBatch">Batch to use.</param>
public void DrawTransition(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, textureBounds, null, color, rotation, origin, SpriteEffects.None, 0f);
}
public bool EnteringTransition(double delta, bool waiting)
/// <summary>
/// Updates the entering transition.
/// </summary>
/// <param name="delta">Time passed between frames.</param>
/// <param name="waiting">Whether or not this transition should be waiting.</param>
/// <returns>Whether or not transition is complete.</returns>
public bool UpdateEnteringTransition(double delta, bool waiting)
{
float deltaf = (float)delta;
if (rotate)
@@ -106,7 +131,13 @@ namespace RecrownedAthenaeum.ScreenSystem
return false;
}
public bool ExitingTransition(double delta, bool waiting)
/// <summary>
/// Updates the exiting transition.
/// </summary>
/// <param name="delta">Time passed between frames.</param>
/// <param name="waiting">Whether or not this transition should be waiting.</param>
/// <returns>Whether or not transition is complete.</returns>
public bool UpdateExitingTransition(double delta, bool waiting)
{
float deltaf = (float)delta;
if (rotate)

View File

@@ -5,18 +5,72 @@ using System.Collections.Generic;
namespace RecrownedAthenaeum.ScreenSystem
{
public enum ScreenState { EnterTransition, ExitTransition, Normal }
/// <summary>
/// Represents one of the poosible states a screen can be in.
/// </summary>
public enum ScreenState {
/// <summary>
/// Screen is transitioning in.
/// </summary>
EnterTransition,
/// <summary>
/// Screen is transitioning out.
/// </summary>
ExitTransition,
/// <summary>
/// Screen is currently displayed normally without transition.
/// </summary>
Normal
}
/// <summary>
/// A screen represents a virtual system of management that controls an system of items to be displayed.
/// </summary>
public class Screen
{
public List<ITransition> Transitions;
public bool UseRenderTargetForExitTransition;
/// <summary>
/// Transitions to apply.
/// </summary>
public readonly List<ITransition> Transitions;
/// <summary>
/// Whether or not to continue rendering this screen onto a buffer for the benifit of the next screen to use as a transition.
/// </summary>
public bool UseRenderTargetForExitTransition { get; private set; }
/// <summary>
/// The background color to be used to clear the screen.
/// </summary>
public Color BackgroundColor;
public GraphicsDevice GraphicsDevice { get; private set; }
/// <summary>
/// The next screen to be displayed after exit transition finishes. May be null, leading to transition to previous screen or loading screen.
/// </summary>
public Screen NextScreen { get; set; }
/// <summary>
/// The current window size.
/// </summary>
public Rectangle ScreenSize { get; private set; }
/// <summary>
/// Whether or not screen have been initiated.
/// </summary>
public bool Initiated { get; private set; }
/// <summary>
/// The 2D camera to be used for the screen.
/// </summary>
public Camera2D Camera { get; private set; }
/// <summary>
/// Current state of the screen.
/// </summary>
public ScreenState State { get; private set; }
/// <summary>
/// Creates a new screen.
/// </summary>
/// <param name="useEnterTransition">True to start in entering transition state.</param>
public Screen(bool useEnterTransition = false)
{
State = useEnterTransition ? ScreenState.EnterTransition : ScreenState.Normal;
@@ -26,11 +80,10 @@ namespace RecrownedAthenaeum.ScreenSystem
/// <summary>
/// Called only once after initialization to give required parameters.
/// </summary>
public virtual void Initiate(GraphicsDevice graphicsDevice, Rectangle screenSize, Camera2D camera)
public virtual void Initiate(Rectangle screenSize, Camera2D camera)
{
this.Camera = camera;
this.ScreenSize = screenSize;
GraphicsDevice = graphicsDevice;
Initiated = true;
}
@@ -82,7 +135,7 @@ namespace RecrownedAthenaeum.ScreenSystem
for (int transitionID = 0; transitionID < Transitions.Count; transitionID++)
{
ITransition transition = Transitions[transitionID];
if (!transition.EnteringTransition(delta, waiting))
if (!transition.UpdateEnteringTransition(delta, waiting))
{
complete = false;
}
@@ -98,7 +151,7 @@ namespace RecrownedAthenaeum.ScreenSystem
bool complete = true;
foreach (ITransition transition in Transitions)
{
if (!transition.ExitingTransition(delta, waiting))
if (!transition.UpdateExitingTransition(delta, waiting))
{
complete = false;
}
@@ -135,7 +188,6 @@ namespace RecrownedAthenaeum.ScreenSystem
}
public ScreenState State { get; private set; }
/// <summary>
/// Call this to begin exit transition.

View File

@@ -12,6 +12,9 @@ namespace RecrownedAthenaeum.ScreenSystem
/// <param name="screen">The screen to show after the loading screen.</param>
public delegate void ShowFirstScreen(Screen screen);
/// <summary>
/// A manager for screens. Helps with transitions and updating screens as well as resizes.
/// </summary>
public class ScreenManager : IDisposable
{
bool disposed = false;
@@ -42,7 +45,7 @@ namespace RecrownedAthenaeum.ScreenSystem
currentScreen = value;
if (!Screen.Initiated)
{
Screen.Initiate(graphics.GraphicsDevice, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), camera);
Screen.Initiate(new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), camera);
}
if (previousScreen != null && previousScreenRenderTarget == null && previousScreen.UseRenderTargetForExitTransition)
{
@@ -163,12 +166,19 @@ namespace RecrownedAthenaeum.ScreenSystem
ShowFirstScreenEvent?.Invoke(screen);
}
/// <summary>
/// Disposes this.
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// An overridable dispose.
/// </summary>
/// <param name="disposing">True of user invoked dispose called.</param>
public virtual void Dispose(bool disposing)
{
if (disposed) return;
@@ -178,5 +188,13 @@ namespace RecrownedAthenaeum.ScreenSystem
}
disposing = true;
}
/// <summary>
/// Destructor.
/// </summary>
~ScreenManager()
{
Dispose(false);
}
}
}