Files renamed to RecrownedGTK.
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46
RecrownedGTK/Graphics/UI/ScreenSystem/ITransition.cs
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46
RecrownedGTK/Graphics/UI/ScreenSystem/ITransition.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedGTK.Graphics.Render;
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namespace RecrownedGTK.Graphics.UI.ScreenSystem
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{
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/// <summary>
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/// Contracts a transition that the <see cref="ScreenManager"/> can use.
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/// </summary>
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public interface ITransition
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{
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/// <summary>
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/// Called once when the transition is needed.
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/// <param name="dimensions">The dimensions of the screen.</param>
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/// </summary>
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void InitiateTransition(Rectangle dimensions);
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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 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="waiting">Whether or not this transition is waiting on something. Usually the <see cref="Assets"/>.</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 UpdateEnteringTransition(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="waiting">Whether or not this transition is waiting on something. Usually the <see cref="Assets"/>.</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 UpdateExitingTransition(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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/// </summary>
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/// <param name="spriteBatch"></param>
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void DrawTransition(ConsistentSpriteBatch spriteBatch);
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/// <summary>
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/// Updates if the previous screen uses a render target for exit transition.
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/// </summary>
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/// <param name="previousScreenFrame">The frame of the previous screen.</param>
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void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame);
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}
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}
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