recrownedgtk/RecrownedAthenaeum/UI/BookSystem/Book.cs

185 lines
6.3 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.Camera;
using RecrownedAthenaeum.ContentSystem;
using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.UI.SkinSystem;
using System.Collections.Generic;
using System.Linq;
namespace RecrownedAthenaeum.UI.BookSystem
{
/// <summary>
/// Contains the pages.
/// </summary>
public class Book : IInputListener
{
readonly ContentManagerController assets;
readonly ISkin skin;
Camera2D camera;
Page targetPage;
Rectangle dimensions;
Dictionary<string, Page> pages = new Dictionary<string, Page>();
List<Page> orderedPages = new List<Page>();
/// <summary>
/// Creates a book.
/// </summary>
/// <param name="assets"><see cref="ContentManagerController"/> that holds the assets that are to be used in the pages for this book during initialization.</param>
/// <param name="skin">The skin that will be passed to pages during their initialization.</param>
public Book(ContentManagerController assets, ISkin skin)
{
this.assets = assets;
this.skin = skin;
}
/// <summary>
/// Should be called whenever a valid camera and dimensions for the book exist.
/// Initializes book with given parameters.
/// Generally used with a <see cref="ScreenSystem.Screen"/> and called in the <see cref="ScreenSystem.Screen.Initiate(Rectangle, Camera2D)"/> function.
/// </summary>
/// <param name="camera">Camera game is currently using.</param>
/// <param name="dimensions">Dimensions of the book and the dimensions the pages will use.</param>
public void Initiate(Camera2D camera, Rectangle dimensions)
{
this.camera = camera;
this.dimensions = dimensions;
}
/// <summary>
/// Draws the pages.
/// </summary>
/// <param name="batch">Batch used to draw.</param>
public void Draw(SpriteBatch batch)
{
for (int pageIndex = 0; pageIndex < pages.Count; pageIndex++)
{
Page page = orderedPages[pageIndex];
page.Draw(batch);
}
}
/// <summary>
/// Updates the book.
/// </summary>
/// <param name="gameTime">Snapshot of information of the game time.</param>
public void Update(GameTime gameTime)
{
if (targetPage != null)
{
Vector2 position;
Rectangle targetBounds = targetPage.situation;
position.X = targetBounds.X + (targetBounds.Width * 0.5f);
position.Y = targetBounds.Y + (targetBounds.Height * 0.5f);
camera.LinearInterpolationToPosition(0.4f, position, (float)gameTime.ElapsedGameTime.TotalSeconds);
if (camera.Position == position)
{
targetPage = null;
}
}
for (int pageIndex = 0; pageIndex < pages.Count; pageIndex++)
{
Page page = pages.ElementAt(pageIndex).Value;
if (page.requiresSizeUpdate) page.ApplySize(dimensions.Width, dimensions.Height);
page.Update(gameTime);
}
}
/// <summary>
/// Adds the page(s).
/// </summary>
/// <param name="pages">The page(s) to add.</param>
public void AddPages(params Page[] pages)
{
foreach (Page page in pages)
{
page.camera = camera;
page.Initialize(assets, skin);
orderedPages.Add(page);
this.pages.Add(page.Name, page);
}
}
/// <summary>
/// Removes the page.
/// </summary>
/// <param name="page">Page to remove.</param>
public void RemovePage(Page page)
{
RemovePage(page.Name);
}
/// <summary>
/// Removes the page.
/// </summary>
/// <param name="name">Name of page to remove.</param>
public void RemovePage(string name)
{
orderedPages.Remove(pages[name]);
pages.Remove(name);
}
/// <summary>
/// Removes all pages.
/// </summary>
public void ClearPages()
{
orderedPages.Clear();
pages.Clear();
}
/// <summary>
/// Perform a step of linear interpolation to the given page.
/// </summary>
/// <param name="page">The page to lerp to.</param>
public void LerpToPage(Page page)
{
targetPage = page;
}
/// <summary>
/// Goes to page instantly.
/// </summary>
/// <param name="page">Page to go to.</param>
public void GoToPage(Page page)
{
Rectangle targetBounds = page.situation;
camera.position.X = targetBounds.X + (targetBounds.Width * 0.5f);
camera.position.Y = targetBounds.Y + (targetBounds.Height * 0.5f);
}
/// <summary>
/// Passes the new keyboard state down to each page in order of when it was added.
/// </summary>
/// <param name="state"></param>
/// <returns>True if the state change should to trigger further input listeners.</returns>
public bool KeyboardStateChanged(KeyboardState state)
{
for (int pageIndex = 0; pageIndex < pages.Count; pageIndex++)
{
Page page = orderedPages[pageIndex];
if (!page.KeyboardStateChanged(state)) return false;
}
return true;
}
/// <summary>
/// Passes the new mouse state down to each page in order of when it was added.
/// </summary>
/// <param name="state"></param>
/// <returns>True if the state change should to trigger further input listeners.</returns>
public bool MouseStateChanged(MouseState state)
{
for (int pageIndex = 0; pageIndex < pages.Count; pageIndex++)
{
Page page = orderedPages[pageIndex];
if (!page.MouseStateChanged(state)) return false;
}
return true;
}
}
}