167 lines
5.3 KiB
C#
167 lines
5.3 KiB
C#
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Graphics.Render;
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using System;
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namespace RecrownedAthenaeum.UI.ScreenSystem
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{
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/// <summary>
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/// A screen specifically meant to fill in loading times.
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/// </summary>
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public class LoadingScreen : Screen, ITransition
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{
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private const float ENTER_TIME = 2f;
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private const float EXIT_TIME = 1f;
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Game game;
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readonly Texture2D texture;
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Color color;
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Rectangle textureBounds;
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readonly float proportion;
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bool recorded;
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float rR, rG, rB;
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float progR, progG, progB;
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float progC = 254;
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float rotation;
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readonly bool rotate;
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Vector2 origin;
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/// <summary>
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/// Constructs a loading screen.
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/// </summary>
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/// <param name="game">The game itself to adjust mouse settings and such.</param>
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/// <param name="screenImage"></param>
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/// <param name="proportion"></param>
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/// <param name="rotate"></param>
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public LoadingScreen(Game game, Texture2D screenImage, float proportion, bool rotate = false) : base(true)
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{
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this.game = game;
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this.texture = screenImage;
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this.proportion = proportion;
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this.rotate = rotate;
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Transitions.Add(this);
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}
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/// <inheritdoc />
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public override void Show()
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{
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game.IsMouseVisible = false;
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base.Show();
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}
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/// <inheritdoc />
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public override void Hide()
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{
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game.IsMouseVisible = true;
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base.Hide();
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}
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/// <summary>
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/// Sets things to correct values for start of transition.
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/// </summary>
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/// <param name="dimensions">The window dimensions.</param>
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public void InitiateTransition(Rectangle dimensions)
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{
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color = Color.White;
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textureBounds.Width = (int)(height * proportion);
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textureBounds.Height = (int)(height * proportion);
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textureBounds.X = (width) / 2;
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textureBounds.Y = (height) / 2;
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origin.X = texture.Width / 2f;
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origin.Y = texture.Height / 2f;
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}
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void DoRotate(float deltaf)
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{
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rotation += (2f / 3f) * (float)Math.PI * deltaf;
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if (rotation >= 2 * Math.PI)
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{
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rotation = 0;
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}
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}
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/// <summary>
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/// Draws the transition.
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/// </summary>
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/// <param name="spriteBatch">Batch to use.</param>
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public void DrawTransition(ConsistentSpriteBatch spriteBatch)
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{
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spriteBatch.Draw(texture, textureBounds, null, color, rotation, origin, SpriteEffects.None, 0f);
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}
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/// <summary>
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/// Updates the entering transition.
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/// </summary>
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/// <param name="delta">Time passed between frames.</param>
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/// <param name="waiting">Whether or not this transition should be waiting.</param>
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/// <returns>Whether or not transition is complete.</returns>
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public bool UpdateEnteringTransition(double delta, bool waiting)
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{
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float deltaf = (float)delta;
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if (rotate)
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{
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DoRotate(deltaf);
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}
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if (waiting)
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{
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if (progR < 254 || progG < 254 || progB < 254)
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{
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if (!recorded)
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{
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rR = (Color.White.R - BackgroundColor.R) / ENTER_TIME;
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rG = (Color.White.G - BackgroundColor.G) / ENTER_TIME;
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rB = (Color.White.B - BackgroundColor.B) / ENTER_TIME;
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recorded = true;
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}
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progR += rR * deltaf;
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progR = Math.Min(progR, 254);
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progG += rG * deltaf;
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progG = Math.Min(progG, 254);
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progB += rB * deltaf;
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progB = Math.Min(progB, 254);
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BackgroundColor.R = (byte)progR;
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BackgroundColor.G = (byte)progG;
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BackgroundColor.B = (byte)progB;
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}
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else
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{
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StartExitTransition(true);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Updates the exiting transition.
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/// </summary>
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/// <param name="delta">Time passed between frames.</param>
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/// <param name="waiting">Whether or not this transition should be waiting.</param>
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/// <returns>Whether or not transition is complete.</returns>
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public bool UpdateExitingTransition(double delta, bool waiting)
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{
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float deltaf = (float)delta;
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if (rotate)
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{
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DoRotate(deltaf);
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}
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if (progC > 0)
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{
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float rate = deltaf * 255 / EXIT_TIME;
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progC -= rate;
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progC = Math.Max(progC, 0);
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color.R = (byte)progC;
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color.G = (byte)progC;
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color.B = (byte)progC;
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color.A = (byte)progC;
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}
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else
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{
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return true;
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}
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return false;
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}
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}
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}
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