204 lines
8.4 KiB
C#
204 lines
8.4 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Camera;
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using System;
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using System.Diagnostics;
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namespace RecrownedAthenaeum.ScreenSystem
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{
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/// <summary>
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/// Called when the first screen is being shown.
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/// </summary>
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/// <param name="screen">The screen to show after the loading screen.</param>
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public delegate void ShowFirstScreen(Screen screen);
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/// <summary>
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/// A manager for screens. Helps with transitions and updating screens as well as resizes.
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/// </summary>
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public class ScreenManager : IDisposable
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{
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bool disposed = false;
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/// <summary>
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/// Called when the first loading screen is done, and needs to show the landing screen.
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/// </summary>
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public event ShowFirstScreen ShowFirstScreenEvent;
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private GraphicsDeviceManager graphics;
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private Screen previousScreen;
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private RenderTarget2D previousScreenRenderTarget;
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private Screen currentScreen;
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private Camera2D camera;
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private bool firstScreenChangeComplete;
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private bool resizing;
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/// <summary>
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/// Currently displayed screen.
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/// </summary>
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public Screen Screen
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{
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get
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{
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return currentScreen;
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}
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set
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{
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previousScreen = currentScreen;
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currentScreen = value;
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if (!Screen.Initiated)
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{
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Screen.Initiate(new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), camera);
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}
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if (previousScreen != null && previousScreenRenderTarget == null && previousScreen.UseRenderTargetForExitTransition)
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{
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previousScreenRenderTarget = new RenderTarget2D(graphics.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
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}
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graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget);
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graphics.GraphicsDevice.Clear(Color.Black);
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Debug.WriteLine("Showing " + value.GetType().Name);
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Screen.Show();
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previousScreen?.Hide();
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}
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}
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/// <summary>
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/// Creates a screen manager that helps manage multiple screens and their transitions.
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/// </summary>
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/// <param name="camera">The camera to be used to perform the correct translations and transformations. Will use default set in <see cref="Configuration"/> if left null.</param>
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/// <param name="graphicsDeviceManager">The graphics device manager to be used. Will use default set in <see cref="Configuration"/> if left null.</param>
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public ScreenManager(Camera2D camera = null, GraphicsDeviceManager graphicsDeviceManager = null)
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{
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if (camera == null) camera = Configuration.Camera2D;
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if (graphicsDeviceManager == null) graphicsDeviceManager = Configuration.GraphicsDeviceManager;
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graphics = graphicsDeviceManager ?? throw new ArgumentNullException("Graphics device manager argument cannot be null if setup's graphics device manager is also null.");
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this.camera = camera ?? throw new ArgumentNullException("2d camera argument cannot be null if setup's 2d camera is also null.");
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}
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/// <summary>
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/// Updates the screens. Should be called once every frame.
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/// </summary>
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/// <param name="gameTime">Contains the time that has passed from the last frame.</param>
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/// <param name="waiting">Whether or not there is something a transition should be waiting for. Usually used to wait for assets to complete loading.</param>
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public void UpdateCurrentScreen(GameTime gameTime, bool waiting)
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{
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switch (Screen.State)
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{
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case ScreenState.EnterTransition:
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if (previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
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{
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previousScreen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, waiting);
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}
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Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, waiting);
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break;
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case ScreenState.ExitTransition:
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if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, waiting))
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{
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if (!firstScreenChangeComplete)
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{
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firstScreenChangeComplete = true;
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OnFirstScreenChange(Screen);
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}
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if (Screen.NextScreen != null)
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{
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Debug.WriteLine("Changing to the next given screen.");
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Screen = Screen.NextScreen;
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}
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else if (previousScreen != null)
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{
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Debug.WriteLine("Changing to previous screen.");
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Screen = previousScreen;
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}
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else
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{
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throw new InvalidOperationException("No next screen provided and no previous screen to return to.");
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}
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}
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break;
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}
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Screen.Update(gameTime);
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}
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/// <summary>
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/// Renders screen into window.
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/// </summary>
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/// <param name="spriteBatch">Uses this batch to render.</param>
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public void DrawCurrentScreen(SpriteBatch spriteBatch)
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{
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graphics.GraphicsDevice.Clear(Screen.BackgroundColor);
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if (Screen.State == ScreenState.EnterTransition && previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
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{
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graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget);
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graphics.GraphicsDevice.Clear(previousScreen.BackgroundColor);
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spriteBatch.Begin(effect: camera.BasicEffect);
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previousScreen.Draw(spriteBatch);
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spriteBatch.End();
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graphics.GraphicsDevice.SetRenderTarget(null);
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Screen.UpdatePreviousScreenFrame(previousScreenRenderTarget);
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}
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spriteBatch.Begin(effect: camera.BasicEffect);
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Screen.Draw(spriteBatch);
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spriteBatch.End();
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}
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/// <summary>
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/// Should be called when resize is occurring to change to a loading screen.
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/// This will notify the screen of the status of the assets, change the screen to a loading screen, and dispose of the previous screen buffer.
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/// </summary>
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/// <param name="loadingScreen">The loading screen to change to.</param>
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public void Resize(LoadingScreen loadingScreen)
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{
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if (resizing) throw new InvalidOperationException("Already resizing.");
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resizing = true;
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Screen.AssetLoadStateChange(false);
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Screen = loadingScreen;
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previousScreenRenderTarget.Dispose();
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previousScreenRenderTarget = null;
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}
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/// <summary>
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/// Notifies all screen that assets have completed being loaded after a resize.
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/// </summary>
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public void PostResize()
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{
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if (!resizing) throw new InvalidOperationException("Was never resizing.");
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Screen.AssetLoadStateChange(true);
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}
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private void OnFirstScreenChange(Screen screen)
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{
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ShowFirstScreenEvent?.Invoke(screen);
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}
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/// <summary>
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/// Disposes this.
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/// </summary>
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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/// <summary>
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/// An overridable dispose.
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/// </summary>
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/// <param name="disposing">True of user invoked dispose called.</param>
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public virtual void Dispose(bool disposing)
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{
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if (disposed) return;
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if (disposing)
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{
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previousScreenRenderTarget?.Dispose();
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}
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disposing = true;
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}
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/// <summary>
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/// Destructor.
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/// </summary>
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~ScreenManager()
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{
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Dispose(false);
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}
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}
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}
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