rhythmbullet/RhythmBullet/Zer01HD/Utilities/ScreenSystem/Screen.cs

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C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.Utilities.Camera;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
{
public enum ScreenState { EnterTransition, ExitTransition, Normal }
public class Screen
{
public List<ITransition> Transitions;
public bool UseRenderTargetForExitTransition;
public Color BackgroundColor;
public GraphicsDevice GraphicsDevice { get; private set; }
public Screen NextScreen { get; protected set; }
public Rectangle ScreenSize { get; protected set; }
public bool Initiated { get; private set; }
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public Camera2D Camera { get; private set; }
public Screen(bool useEnterTransition = false)
{
State = useEnterTransition ? ScreenState.EnterTransition : ScreenState.Normal;
Transitions = new List<ITransition>();
}
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public void Initiate(GraphicsDevice graphicsDevice, Rectangle screenSize, Camera2D camera)
{
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this.Camera = camera;
this.ScreenSize = screenSize;
GraphicsDevice = graphicsDevice;
Initiated = true;
}
public virtual void Update(GameTime gameTime)
{
}
public virtual void Draw(SpriteBatch spriteBatch)
{
foreach (ITransition transition in Transitions)
{
transition.DrawTransition(spriteBatch);
}
}
/// <summary>
/// Updates the transition.
/// </summary>
/// <param name="delta">Time passed since last frame in seconds.</param>
/// <param name="assetsLoaded">If waiting on assets.</param>
/// <param name="previousScreenExitFrame">The previous screen's frame. May be null.</param>
/// <returns>Only returns true if exit transition is complete. Returns false otherwise.</returns>
public bool UpdateTransition(double delta, bool assetsLoaded)
{
switch (State)
{
case ScreenState.EnterTransition:
EnteringTransition(delta, assetsLoaded);
break;
case ScreenState.ExitTransition:
return ExitingTransition(delta, assetsLoaded);
}
return false;
}
private void EnteringTransition(double delta, bool assetsLoaded)
{
bool complete = true;
for (int transitionID = 0; transitionID < Transitions.Count; transitionID++)
{
ITransition transition = Transitions[transitionID];
if (!transition.EnteringTransition(delta, assetsLoaded))
{
complete = false;
}
}
if (complete && State != ScreenState.ExitTransition)
{
State = ScreenState.Normal;
}
}
private bool ExitingTransition(double delta, bool assetsLoaded)
{
bool complete = true;
foreach (ITransition transition in Transitions)
{
if (!transition.ExitingTransition(delta, assetsLoaded))
{
complete = false;
}
}
return complete;
}
public virtual void Show()
{
foreach (ITransition transition in Transitions)
{
transition.InitiateTransition(ScreenSize);
}
}
public virtual void Hide()
{
}
public virtual void AssetLoadStateChange(bool state)
{
}
public ScreenState State { get; private set; }
public void StartExitTransition(bool UseRenderTargetForExitTransition = false)
{
this.UseRenderTargetForExitTransition = UseRenderTargetForExitTransition;
State = ScreenState.ExitTransition;
}
public virtual void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame)
{
foreach (ITransition transition in Transitions)
{
transition.UpdatePreviousScreenFrame(previousScreenFrame);
}
}
}
}