improved transition system, target rendering portion tested with loading to main screen.
This commit is contained in:
parent
042fba4249
commit
99a8531b47
@ -47,12 +47,13 @@
|
||||
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Zer01HD\Game\Screens\Transitions\FadeInTransition.cs" />
|
||||
<Compile Include="Zer01HD\Game\Screens\Transitions\FadeAwayTransition.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\ContentSystem\NormalContentResolver.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\Persistence\Preferences.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\Renderer\ScaledRenderer.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\Interactive\BasicButton.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\LoadingScreen.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\ScreenSystem\ITransition.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\ScreenSystem\LoadingScreen.cs" />
|
||||
<Compile Include="Zer01HD\Game\Screens\MainScreen.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\Modular\Module.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\Modular\ModuleGroup.cs" />
|
||||
@ -62,7 +63,7 @@
|
||||
<Compile Include="Zer01HD\Utilities\UI\Book\Page.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\Book\Book.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\Modular\Text.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\Screen.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\UI\ScreenSystem\Screen.cs" />
|
||||
<Compile Include="Zer01HD\Utilities\ContentSystem\ContentLoad.cs" />
|
||||
<Compile Include="Zer01HD\Game\ContentResolvers\FontContentResolver.cs" />
|
||||
<Compile Include="Zer01HD\Game\ContentResolvers\ResolutionContentResolver.cs" />
|
||||
|
@ -1,15 +1,13 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using RhythmBullet.Zer01HD.Game;
|
||||
using RhythmBullet.Zer01HD.Game.ContentResolvers;
|
||||
using RhythmBullet.Zer01HD.Game.Preferences;
|
||||
using RhythmBullet.Zer01HD.Game.Screens;
|
||||
using RhythmBullet.Zer01HD.UI;
|
||||
using RhythmBullet.Zer01HD.Utilities;
|
||||
using RhythmBullet.Zer01HD.Utilities.ContentSystem;
|
||||
using RhythmBullet.Zer01HD.Utilities.DataTypes;
|
||||
using RhythmBullet.Zer01HD.Utilities.UI;
|
||||
using RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem;
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
|
||||
@ -26,17 +24,16 @@ namespace RhythmBullet
|
||||
|
||||
GraphicsDeviceManager graphics;
|
||||
SpriteBatch spriteBatch;
|
||||
public Color BackgroundColor;
|
||||
public readonly ContentSystem Assets;
|
||||
readonly ResolutionContentResolver resolutionContentResolver;
|
||||
public PreferencesManager preferencesManager;
|
||||
private Screen previousScreen;
|
||||
private RenderTarget2D previousScreenRenderTarget;
|
||||
private Screen currentScreen;
|
||||
private bool resizing;
|
||||
public RhythmBulletGame()
|
||||
{
|
||||
graphics = new GraphicsDeviceManager(this);
|
||||
BackgroundColor = Color.Black;
|
||||
Content.RootDirectory = "Content";
|
||||
Assets = new ContentSystem(Content);
|
||||
resolutionContentResolver = new ResolutionContentResolver();
|
||||
@ -52,31 +49,6 @@ namespace RhythmBullet
|
||||
graphics.PreferredBackBufferHeight = resolution.Height;
|
||||
}
|
||||
|
||||
public Screen Screen
|
||||
{
|
||||
get
|
||||
{
|
||||
return currentScreen;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (currentScreen != null)
|
||||
{
|
||||
if (value.GetType() != typeof(MainScreen))
|
||||
{
|
||||
previousScreen = value;
|
||||
}
|
||||
Screen.Hide();
|
||||
}
|
||||
currentScreen = value;
|
||||
if (!Screen.Initiated)
|
||||
{
|
||||
Screen.Initiate(new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), graphics.GraphicsDevice);
|
||||
}
|
||||
Screen.Show();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allows the game to perform any initialization it needs to before starting to run.
|
||||
/// This is where it can query for any required services and load any non-graphic
|
||||
@ -101,7 +73,7 @@ namespace RhythmBullet
|
||||
// Create a new SpriteBatch, which can be used to draw textures.
|
||||
spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
QueueContent();
|
||||
Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), 0.7f, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
|
||||
Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), 0.7f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -111,6 +83,7 @@ namespace RhythmBullet
|
||||
protected override void UnloadContent()
|
||||
{
|
||||
Assets.UnloadAll();
|
||||
previousScreenRenderTarget.Dispose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -134,23 +107,22 @@ namespace RhythmBullet
|
||||
case ScreenState.EnterTransition:
|
||||
if (previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
|
||||
{
|
||||
graphics.GraphicsDevice.SetRenderTarget(previousScreen.RenderTarget);
|
||||
previousScreen.ExitingTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor);
|
||||
previousScreen.Draw(spriteBatch);
|
||||
graphics.GraphicsDevice.SetRenderTarget(null);
|
||||
previousScreen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done);
|
||||
}
|
||||
Screen.EnteringTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor, previousScreen?.RenderTarget);
|
||||
Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done);
|
||||
break;
|
||||
case ScreenState.ExitTransition:
|
||||
if (Screen.UseRenderTargetForExitTransition || Screen.ExitingTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor))
|
||||
if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done))
|
||||
{
|
||||
if (Screen.NextScreen != null)
|
||||
{
|
||||
Debug.WriteLine("Changing to the next given screen.");
|
||||
Screen = Screen.NextScreen;
|
||||
}
|
||||
else
|
||||
{
|
||||
Screen = previousScreen != null ? previousScreen : new MainScreen(graphics.GraphicsDevice, BackgroundColor, Assets);
|
||||
Debug.WriteLine("Changing to default screen.");
|
||||
Screen = previousScreen != null ? previousScreen : new MainScreen(graphics.GraphicsDevice, Assets);
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -168,7 +140,17 @@ namespace RhythmBullet
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
protected override void Draw(GameTime gameTime)
|
||||
{
|
||||
GraphicsDevice.Clear(BackgroundColor);
|
||||
GraphicsDevice.Clear(Screen.BackgroundColor);
|
||||
if (Screen.State == ScreenState.EnterTransition && previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
|
||||
{
|
||||
graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget);
|
||||
GraphicsDevice.Clear(previousScreen.BackgroundColor);
|
||||
spriteBatch.Begin();
|
||||
previousScreen.Draw(spriteBatch);
|
||||
spriteBatch.End();
|
||||
graphics.GraphicsDevice.SetRenderTarget(null);
|
||||
Screen.UpdatePreviousScreenFrame(previousScreenRenderTarget);
|
||||
}
|
||||
spriteBatch.Begin();
|
||||
Screen.Draw(spriteBatch);
|
||||
spriteBatch.End();
|
||||
@ -187,7 +169,9 @@ namespace RhythmBullet
|
||||
Assets.UnloadAll();
|
||||
QueueContent();
|
||||
Screen.AssetLoadStateChange(true);
|
||||
Screen = new LoadingScreen(Content.Load<Texture2D>("loading_ring"), 0.3f, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), true);
|
||||
Screen = new LoadingScreen(Content.Load<Texture2D>("loading_ring"), 0.3f, true);
|
||||
previousScreenRenderTarget.Dispose();
|
||||
previousScreenRenderTarget = null;
|
||||
}
|
||||
|
||||
private void PostResize()
|
||||
@ -202,5 +186,32 @@ namespace RhythmBullet
|
||||
Assets.Queue<Texture2D>("default_cover", false);
|
||||
Assets.Queue<Texture2D>("backgrounds/mainBG");
|
||||
}
|
||||
|
||||
public Screen Screen
|
||||
{
|
||||
get
|
||||
{
|
||||
return currentScreen;
|
||||
}
|
||||
set
|
||||
{
|
||||
previousScreen = currentScreen;
|
||||
currentScreen = value;
|
||||
if (!Screen.Initiated)
|
||||
{
|
||||
Screen.Initiate(new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
|
||||
}
|
||||
if (previousScreen != null && previousScreenRenderTarget == null && previousScreen.UseRenderTargetForExitTransition)
|
||||
{
|
||||
previousScreenRenderTarget = new RenderTarget2D(graphics.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
|
||||
}
|
||||
graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget);
|
||||
graphics.GraphicsDevice.Clear(Color.Black);
|
||||
|
||||
Debug.WriteLine("Showing " + value.GetType().Name);
|
||||
Debug.WriteLine("Previous screen is " + previousScreen?.GetType().Name);
|
||||
Screen.Show();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4,8 +4,10 @@ using RhythmBullet.Zer01HD.Game.Screens.Transitions;
|
||||
using RhythmBullet.Zer01HD.UI;
|
||||
using RhythmBullet.Zer01HD.Utilities.ContentSystem;
|
||||
using RhythmBullet.Zer01HD.Utilities.UI;
|
||||
using RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
@ -15,31 +17,24 @@ namespace RhythmBullet.Zer01HD.Game.Screens
|
||||
class MainScreen : Screen
|
||||
{
|
||||
Texture2D background;
|
||||
FadeInTransition fadeInTransition;
|
||||
|
||||
public MainScreen(GraphicsDevice graphicsDevice, Color transitionFromColor, ContentSystem assets) : base(true)
|
||||
public MainScreen(GraphicsDevice graphicsDevice, ContentSystem assets) : base(true)
|
||||
{
|
||||
fadeInTransition = new FadeInTransition(graphicsDevice, transitionFromColor);
|
||||
FadeAwayTransition fadeAwayTransition = new FadeAwayTransition();
|
||||
Transitions.Add(fadeAwayTransition);
|
||||
graphicsDevice.Clear(Color.White);
|
||||
background = assets.Get<Texture2D>("backgrounds/mainBG");
|
||||
}
|
||||
}
|
||||
|
||||
public override void Show()
|
||||
{
|
||||
fadeInTransition.Init(ScreenSize);
|
||||
base.Show();
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
spriteBatch.Draw(background, ScreenSize, Color.White);
|
||||
fadeInTransition.Draw(spriteBatch);
|
||||
base.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override void EnteringTransition(double delta, bool assetsLoaded, ref Color backgroundColor, RenderTarget2D previousScreenExitFrame)
|
||||
{
|
||||
fadeInTransition.Fade((float)delta);
|
||||
base.EnteringTransition(delta, assetsLoaded, ref backgroundColor, previousScreenExitFrame);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using RhythmBullet.Zer01HD.Utilities.UI;
|
||||
using RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
@ -10,29 +11,22 @@ using System.Threading.Tasks;
|
||||
|
||||
namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
|
||||
{
|
||||
internal class FadeInTransition : IDisposable
|
||||
internal class FadeAwayTransition : IDisposable, ITransition
|
||||
{
|
||||
private const float RATE = 0.3f;
|
||||
public readonly Texture2D curtain;
|
||||
private const float TIME_REQUIRED = 2f;
|
||||
public Texture2D curtain;
|
||||
public Rectangle curtainSize;
|
||||
private Color color;
|
||||
private float progR, progG, progB, progA;
|
||||
private float rR, rG, rB, rA;
|
||||
internal FadeInTransition(GraphicsDevice graphicsDevice, Color startColor)
|
||||
{
|
||||
curtain = new Texture2D(graphicsDevice, 1, 1);
|
||||
curtain.SetData(new[] { Color.White });
|
||||
private float rR, rG, rB, rA;
|
||||
|
||||
color = startColor;
|
||||
}
|
||||
|
||||
internal void Init(Rectangle dimensions)
|
||||
internal FadeAwayTransition()
|
||||
{
|
||||
curtainSize = dimensions;
|
||||
rR = (0 - color.R) / RATE;
|
||||
rG = (0 - color.G) / RATE;
|
||||
rB = (0 - color.B) / RATE;
|
||||
rA = (0 - color.A) / RATE;
|
||||
color = Color.White;
|
||||
rR = (0 - 254) / TIME_REQUIRED;
|
||||
rG = (0 - 254) / TIME_REQUIRED;
|
||||
rB = (0 - 254) / TIME_REQUIRED;
|
||||
rA = (0 - 254) / TIME_REQUIRED;
|
||||
|
||||
progA = color.A;
|
||||
progR = color.R;
|
||||
@ -40,7 +34,12 @@ namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
|
||||
progB = color.B;
|
||||
}
|
||||
|
||||
internal bool Fade(float deltaf)
|
||||
public void InitiateTransition(Rectangle dimensions)
|
||||
{
|
||||
curtainSize = dimensions;
|
||||
}
|
||||
|
||||
private bool Fade(float deltaf)
|
||||
{
|
||||
if (progR > 0 || progG > 0 || progB > 0)
|
||||
{
|
||||
@ -58,20 +57,32 @@ namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
|
||||
color.A = (byte)progA;
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
internal void Draw(SpriteBatch batch)
|
||||
public void DrawTransition(SpriteBatch batch)
|
||||
{
|
||||
if (curtain != null)
|
||||
{
|
||||
batch.Draw(curtain, curtainSize, color);
|
||||
}
|
||||
batch.Draw(curtain, curtainSize, color);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
curtain.Dispose();
|
||||
}
|
||||
|
||||
public bool EnteringTransition(double delta, bool assetsLoaded)
|
||||
{
|
||||
return Fade((float)delta);
|
||||
}
|
||||
|
||||
public bool ExitingTransition(double delta, bool assetsLoaded)
|
||||
{
|
||||
return Fade((float)delta);
|
||||
}
|
||||
|
||||
public void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame)
|
||||
{
|
||||
curtain = previousScreenFrame;
|
||||
}
|
||||
}
|
||||
}
|
@ -8,7 +8,7 @@ using System.Threading.Tasks;
|
||||
|
||||
namespace RhythmBullet.Zer01HD.UI.Modular
|
||||
{
|
||||
class Text : Module
|
||||
public class Text : Module
|
||||
{
|
||||
private SpriteFont font;
|
||||
private float scale;
|
||||
|
@ -1,102 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace RhythmBullet.Zer01HD.Utilities.UI
|
||||
{
|
||||
public enum ScreenState { EnterTransition, ExitTransition, Normal }
|
||||
|
||||
public class Screen
|
||||
{
|
||||
public bool UseRenderTargetForExitTransition;
|
||||
private GraphicsDevice GraphicsDevice;
|
||||
public Screen(bool useEnterTransition = false)
|
||||
{
|
||||
State = useEnterTransition ? ScreenState.EnterTransition : ScreenState.Normal;
|
||||
}
|
||||
|
||||
public void Initiate(Rectangle screenSize, GraphicsDevice graphicsDevice)
|
||||
{
|
||||
Initiated = true;
|
||||
this.ScreenSize = screenSize;
|
||||
this.GraphicsDevice = graphicsDevice;
|
||||
RenderTarget = new RenderTarget2D(graphicsDevice, ScreenSize.Width, ScreenSize.Height);
|
||||
}
|
||||
|
||||
public virtual void Update(GameTime gameTime)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void EnteringTransition(double delta, bool assetsLoaded, ref Color backgroundColor, RenderTarget2D previousScreenExitFrame)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual bool ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual void Show()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void Hide()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void AssetLoadStateChange(bool state)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public ScreenState State { get; private set; }
|
||||
|
||||
public void DoneEnterTransition()
|
||||
{
|
||||
State = ScreenState.Normal;
|
||||
}
|
||||
|
||||
public void StartExitTransition(bool UseRenderTargetForExitTransition = false)
|
||||
{
|
||||
this.UseRenderTargetForExitTransition = UseRenderTargetForExitTransition;
|
||||
State = ScreenState.ExitTransition;
|
||||
}
|
||||
|
||||
public Screen NextScreen
|
||||
{
|
||||
get; protected set;
|
||||
}
|
||||
|
||||
public Rectangle ScreenSize
|
||||
{
|
||||
get;
|
||||
protected set;
|
||||
//Remember to init in init func
|
||||
}
|
||||
|
||||
public RenderTarget2D RenderTarget
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool Initiated
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,48 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem
|
||||
{
|
||||
public interface ITransition
|
||||
{
|
||||
/// <summary>
|
||||
/// Called once when the transition is needed.
|
||||
/// <param name="Dimensions">The dimensions of the screen.</param>
|
||||
/// </summary>
|
||||
void InitiateTransition(Rectangle dimensions);
|
||||
|
||||
/// <summary>
|
||||
/// Called every frame if the state of the screen this transition is placed upon is in the enter transition phase.
|
||||
/// </summary>
|
||||
/// <param name="delta">The time passed in seconds since the last frame.</param>
|
||||
/// <param name="assetsLoaded">Whether or not if all assets have been loaded by the <see cref="ContentSystem"/>.</param>
|
||||
/// <param name="previousScreenExitFrame">The frame being rendered by the screen as it exits. This can be null.</param>
|
||||
/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
|
||||
bool EnteringTransition(double delta, bool assetsLoaded);
|
||||
|
||||
/// <summary>
|
||||
/// Called every frame if the state of the screen this transition is placed upon is in the exit phase.
|
||||
/// </summary>
|
||||
/// <param name="delta">The time passed in seconds since the last frame.</param>
|
||||
/// <param name="assetsLoaded">Whether or not if all assets have been loaded by the <see cref="ContentSystem"/>.</param>
|
||||
/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
|
||||
bool ExitingTransition(double delta, bool assetsLoaded);
|
||||
|
||||
/// <summary>
|
||||
/// Called once every frame while transition is active. Meant to draw transition.
|
||||
/// </summary>
|
||||
/// <param name="spriteBatch"></param>
|
||||
void DrawTransition(SpriteBatch spriteBatch);
|
||||
|
||||
/// <summary>
|
||||
/// Updates if the previous screen uses a render target for exit transition.
|
||||
/// </summary>
|
||||
/// <param name="previousScreenFrame">The frame of the previous screen.</param>
|
||||
void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame);
|
||||
}
|
||||
}
|
@ -1,16 +1,14 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using RhythmBullet.Zer01HD.Game.Screens;
|
||||
using RhythmBullet.Zer01HD.Utilities.UI;
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace RhythmBullet.Zer01HD.Game
|
||||
namespace RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem
|
||||
{
|
||||
class LoadingScreen : Screen
|
||||
class LoadingScreen : Screen, ITransition
|
||||
{
|
||||
private const float ENTER_RATE = 2f;
|
||||
private const float EXIT_RATE = 1f;
|
||||
private const float ENTER_TIME = 2f;
|
||||
private const float EXIT_TIME = 1f;
|
||||
readonly Texture2D texture;
|
||||
Color color;
|
||||
Rectangle textureBounds;
|
||||
@ -23,26 +21,40 @@ namespace RhythmBullet.Zer01HD.Game
|
||||
readonly bool rotate;
|
||||
Vector2 origin;
|
||||
|
||||
public LoadingScreen(Texture2D texture, float proportion, Rectangle dimensions, bool rotate = false) : base(true)
|
||||
public LoadingScreen(Texture2D texture, float proportion, bool rotate = false) : base(true)
|
||||
{
|
||||
color = Color.White;
|
||||
this.texture = texture;
|
||||
this.proportion = proportion;
|
||||
this.rotate = rotate;
|
||||
textureBounds.Width = (int)(dimensions.Height * proportion);
|
||||
textureBounds.Height = (int)(dimensions.Height * proportion);
|
||||
textureBounds.X = (dimensions.Width) / 2;
|
||||
textureBounds.Y = (dimensions.Height) / 2;
|
||||
Transitions.Add(this);
|
||||
}
|
||||
|
||||
void DoRotate(float deltaf)
|
||||
{
|
||||
rotation += (2f / 3f) * (float)Math.PI * deltaf;
|
||||
if (rotation >= 2 * Math.PI)
|
||||
{
|
||||
rotation = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawTransition(SpriteBatch spriteBatch)
|
||||
{
|
||||
spriteBatch.Draw(texture, textureBounds, null, Color.White, rotation, origin, SpriteEffects.None, 0f);
|
||||
}
|
||||
|
||||
public void InitiateTransition(Rectangle dimensions)
|
||||
{
|
||||
textureBounds.Width = (int)(ScreenSize.Height * proportion);
|
||||
textureBounds.Height = (int)(ScreenSize.Height * proportion);
|
||||
textureBounds.X = (ScreenSize.Width) / 2;
|
||||
textureBounds.Y = (ScreenSize.Height) / 2;
|
||||
origin.X = texture.Width / 2;
|
||||
origin.Y = texture.Height / 2;
|
||||
}
|
||||
|
||||
public override void Update(GameTime gameTime)
|
||||
{
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
||||
public override void EnteringTransition(double delta, bool assetsLoaded, ref Color BGColor, RenderTarget2D previousScreenExitFrame)
|
||||
public bool EnteringTransition(double delta, bool assetsLoaded)
|
||||
{
|
||||
float deltaf = (float)delta;
|
||||
if (rotate)
|
||||
@ -55,9 +67,9 @@ namespace RhythmBullet.Zer01HD.Game
|
||||
{
|
||||
if (!recorded)
|
||||
{
|
||||
rR = (Color.White.R - BGColor.R) / ENTER_RATE;
|
||||
rG = (Color.White.G - BGColor.G) / ENTER_RATE;
|
||||
rB = (Color.White.B - BGColor.B) / ENTER_RATE;
|
||||
rR = (Color.White.R - BackgroundColor.R) / ENTER_TIME;
|
||||
rG = (Color.White.G - BackgroundColor.G) / ENTER_TIME;
|
||||
rB = (Color.White.B - BackgroundColor.B) / ENTER_TIME;
|
||||
recorded = true;
|
||||
}
|
||||
progR += rR * deltaf;
|
||||
@ -66,19 +78,20 @@ namespace RhythmBullet.Zer01HD.Game
|
||||
progG = Math.Min(progG, 254);
|
||||
progB += rB * deltaf;
|
||||
progB = Math.Min(progB, 254);
|
||||
BGColor.R = (byte)progR;
|
||||
BGColor.G = (byte)progG;
|
||||
BGColor.B = (byte)progB;
|
||||
BackgroundColor.R = (byte)progR;
|
||||
BackgroundColor.G = (byte)progG;
|
||||
BackgroundColor.B = (byte)progB;
|
||||
}
|
||||
else
|
||||
{
|
||||
DoneEnterTransition();
|
||||
StartExitTransition(true);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
|
||||
public bool ExitingTransition(double delta, bool assetsLoaded)
|
||||
{
|
||||
float deltaf = (float)delta;
|
||||
if (rotate)
|
||||
@ -87,7 +100,7 @@ namespace RhythmBullet.Zer01HD.Game
|
||||
}
|
||||
if (progC > 0)
|
||||
{
|
||||
float rate = deltaf * 255 / EXIT_RATE;
|
||||
float rate = deltaf * 255 / EXIT_TIME;
|
||||
progC -= rate;
|
||||
progC = Math.Max(progC, 0);
|
||||
color.R = (byte)progC;
|
||||
@ -102,20 +115,5 @@ namespace RhythmBullet.Zer01HD.Game
|
||||
return false;
|
||||
}
|
||||
|
||||
void DoRotate(float deltaf)
|
||||
{
|
||||
rotation += (2f / 3f) * (float)Math.PI * deltaf;
|
||||
if (rotation >= 2 * Math.PI)
|
||||
{
|
||||
rotation = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
spriteBatch.Draw(texture, textureBounds, null, color, rotation, origin, SpriteEffects.None, 0f);
|
||||
base.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
142
RhythmBullet/Zer01HD/Utilities/UI/ScreenSystem/Screen.cs
Normal file
142
RhythmBullet/Zer01HD/Utilities/UI/ScreenSystem/Screen.cs
Normal file
@ -0,0 +1,142 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem
|
||||
{
|
||||
public enum ScreenState { EnterTransition, ExitTransition, Normal }
|
||||
|
||||
public class Screen
|
||||
{
|
||||
public List<ITransition> Transitions;
|
||||
public bool UseRenderTargetForExitTransition;
|
||||
public Color BackgroundColor;
|
||||
public Screen(bool useEnterTransition = false)
|
||||
{
|
||||
State = useEnterTransition ? ScreenState.EnterTransition : ScreenState.Normal;
|
||||
Transitions = new List<ITransition>();
|
||||
}
|
||||
|
||||
public void Initiate(Rectangle screenSize)
|
||||
{
|
||||
Initiated = true;
|
||||
this.ScreenSize = screenSize;
|
||||
foreach (ITransition transition in Transitions)
|
||||
{
|
||||
transition.InitiateTransition(screenSize);
|
||||
}
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
public Screen NextScreen
|
||||
{ get; protected set; }
|
||||
|
||||
public Rectangle ScreenSize
|
||||
{ get; protected set; }
|
||||
|
||||
public bool Initiated
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user