improved transition system, target rendering portion tested with loading to main screen.
This commit is contained in:
@@ -4,8 +4,10 @@ using RhythmBullet.Zer01HD.Game.Screens.Transitions;
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using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Utilities.ContentSystem;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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@@ -15,31 +17,24 @@ namespace RhythmBullet.Zer01HD.Game.Screens
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class MainScreen : Screen
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{
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Texture2D background;
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FadeInTransition fadeInTransition;
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public MainScreen(GraphicsDevice graphicsDevice, Color transitionFromColor, ContentSystem assets) : base(true)
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public MainScreen(GraphicsDevice graphicsDevice, ContentSystem assets) : base(true)
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{
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fadeInTransition = new FadeInTransition(graphicsDevice, transitionFromColor);
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FadeAwayTransition fadeAwayTransition = new FadeAwayTransition();
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Transitions.Add(fadeAwayTransition);
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graphicsDevice.Clear(Color.White);
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background = assets.Get<Texture2D>("backgrounds/mainBG");
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}
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}
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public override void Show()
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{
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fadeInTransition.Init(ScreenSize);
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base.Show();
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}
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public override void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(background, ScreenSize, Color.White);
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fadeInTransition.Draw(spriteBatch);
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base.Draw(spriteBatch);
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}
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public override void EnteringTransition(double delta, bool assetsLoaded, ref Color backgroundColor, RenderTarget2D previousScreenExitFrame)
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{
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fadeInTransition.Fade((float)delta);
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base.EnteringTransition(delta, assetsLoaded, ref backgroundColor, previousScreenExitFrame);
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}
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}
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}
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@@ -1,6 +1,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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@@ -10,29 +11,22 @@ using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
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{
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internal class FadeInTransition : IDisposable
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internal class FadeAwayTransition : IDisposable, ITransition
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{
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private const float RATE = 0.3f;
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public readonly Texture2D curtain;
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private const float TIME_REQUIRED = 2f;
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public Texture2D curtain;
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public Rectangle curtainSize;
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private Color color;
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private float progR, progG, progB, progA;
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private float rR, rG, rB, rA;
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internal FadeInTransition(GraphicsDevice graphicsDevice, Color startColor)
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{
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curtain = new Texture2D(graphicsDevice, 1, 1);
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curtain.SetData(new[] { Color.White });
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private float rR, rG, rB, rA;
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color = startColor;
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}
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internal void Init(Rectangle dimensions)
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internal FadeAwayTransition()
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{
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curtainSize = dimensions;
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rR = (0 - color.R) / RATE;
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rG = (0 - color.G) / RATE;
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rB = (0 - color.B) / RATE;
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rA = (0 - color.A) / RATE;
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color = Color.White;
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rR = (0 - 254) / TIME_REQUIRED;
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rG = (0 - 254) / TIME_REQUIRED;
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rB = (0 - 254) / TIME_REQUIRED;
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rA = (0 - 254) / TIME_REQUIRED;
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progA = color.A;
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progR = color.R;
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@@ -40,7 +34,12 @@ namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
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progB = color.B;
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}
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internal bool Fade(float deltaf)
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public void InitiateTransition(Rectangle dimensions)
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{
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curtainSize = dimensions;
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}
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private bool Fade(float deltaf)
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{
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if (progR > 0 || progG > 0 || progB > 0)
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{
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@@ -58,20 +57,32 @@ namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
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color.A = (byte)progA;
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return false;
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}
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return false;
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return true;
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}
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internal void Draw(SpriteBatch batch)
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public void DrawTransition(SpriteBatch batch)
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{
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if (curtain != null)
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{
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batch.Draw(curtain, curtainSize, color);
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}
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batch.Draw(curtain, curtainSize, color);
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}
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public void Dispose()
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{
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curtain.Dispose();
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}
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public bool EnteringTransition(double delta, bool assetsLoaded)
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{
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return Fade((float)delta);
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}
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public bool ExitingTransition(double delta, bool assetsLoaded)
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{
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return Fade((float)delta);
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}
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public void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame)
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{
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curtain = previousScreenFrame;
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}
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}
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}
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@@ -8,7 +8,7 @@ using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.UI.Modular
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{
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class Text : Module
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public class Text : Module
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{
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private SpriteFont font;
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private float scale;
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@@ -1,102 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities.UI
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{
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public enum ScreenState { EnterTransition, ExitTransition, Normal }
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public class Screen
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{
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public bool UseRenderTargetForExitTransition;
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private GraphicsDevice GraphicsDevice;
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public Screen(bool useEnterTransition = false)
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{
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State = useEnterTransition ? ScreenState.EnterTransition : ScreenState.Normal;
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}
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public void Initiate(Rectangle screenSize, GraphicsDevice graphicsDevice)
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{
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Initiated = true;
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this.ScreenSize = screenSize;
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this.GraphicsDevice = graphicsDevice;
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RenderTarget = new RenderTarget2D(graphicsDevice, ScreenSize.Width, ScreenSize.Height);
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}
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public virtual void Update(GameTime gameTime)
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{
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}
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public virtual void Draw(SpriteBatch spriteBatch)
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{
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}
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public virtual void EnteringTransition(double delta, bool assetsLoaded, ref Color backgroundColor, RenderTarget2D previousScreenExitFrame)
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{
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}
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public virtual bool ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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{
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return true;
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}
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public virtual void Show()
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{
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}
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public virtual void Hide()
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{
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}
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public virtual void AssetLoadStateChange(bool state)
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{
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}
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public ScreenState State { get; private set; }
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public void DoneEnterTransition()
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{
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State = ScreenState.Normal;
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}
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public void StartExitTransition(bool UseRenderTargetForExitTransition = false)
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{
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this.UseRenderTargetForExitTransition = UseRenderTargetForExitTransition;
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State = ScreenState.ExitTransition;
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}
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public Screen NextScreen
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{
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get; protected set;
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}
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public Rectangle ScreenSize
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{
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get;
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protected set;
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//Remember to init in init func
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}
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public RenderTarget2D RenderTarget
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{
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get;
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private set;
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}
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public bool Initiated
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{
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get;
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private set;
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}
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}
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}
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@@ -0,0 +1,48 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem
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{
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public interface ITransition
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{
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/// <summary>
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/// Called once when the transition is needed.
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/// <param name="Dimensions">The dimensions of the screen.</param>
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/// </summary>
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void InitiateTransition(Rectangle dimensions);
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/// <summary>
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/// Called every frame if the state of the screen this transition is placed upon is in the enter transition phase.
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/// </summary>
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/// <param name="delta">The time passed in seconds since the last frame.</param>
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/// <param name="assetsLoaded">Whether or not if all assets have been loaded by the <see cref="ContentSystem"/>.</param>
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/// <param name="previousScreenExitFrame">The frame being rendered by the screen as it exits. This can be null.</param>
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/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
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bool EnteringTransition(double delta, bool assetsLoaded);
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/// <summary>
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/// Called every frame if the state of the screen this transition is placed upon is in the exit phase.
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/// </summary>
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/// <param name="delta">The time passed in seconds since the last frame.</param>
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/// <param name="assetsLoaded">Whether or not if all assets have been loaded by the <see cref="ContentSystem"/>.</param>
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/// <returns>If this returns true, then it is considered that this transition is complete.</returns>
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bool ExitingTransition(double delta, bool assetsLoaded);
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/// <summary>
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/// Called once every frame while transition is active. Meant to draw transition.
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/// </summary>
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/// <param name="spriteBatch"></param>
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void DrawTransition(SpriteBatch spriteBatch);
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/// <summary>
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/// Updates if the previous screen uses a render target for exit transition.
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/// </summary>
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/// <param name="previousScreenFrame">The frame of the previous screen.</param>
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void UpdatePreviousScreenFrame(RenderTarget2D previousScreenFrame);
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}
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}
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@@ -1,16 +1,14 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.Game.Screens;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using System;
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using System.Diagnostics;
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namespace RhythmBullet.Zer01HD.Game
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namespace RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem
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{
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class LoadingScreen : Screen
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class LoadingScreen : Screen, ITransition
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{
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private const float ENTER_RATE = 2f;
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private const float EXIT_RATE = 1f;
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private const float ENTER_TIME = 2f;
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private const float EXIT_TIME = 1f;
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readonly Texture2D texture;
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Color color;
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Rectangle textureBounds;
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@@ -23,26 +21,40 @@ namespace RhythmBullet.Zer01HD.Game
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readonly bool rotate;
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Vector2 origin;
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public LoadingScreen(Texture2D texture, float proportion, Rectangle dimensions, bool rotate = false) : base(true)
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public LoadingScreen(Texture2D texture, float proportion, bool rotate = false) : base(true)
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{
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color = Color.White;
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this.texture = texture;
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this.proportion = proportion;
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this.rotate = rotate;
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textureBounds.Width = (int)(dimensions.Height * proportion);
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textureBounds.Height = (int)(dimensions.Height * proportion);
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textureBounds.X = (dimensions.Width) / 2;
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textureBounds.Y = (dimensions.Height) / 2;
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Transitions.Add(this);
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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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public void DrawTransition(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(texture, textureBounds, null, Color.White, rotation, origin, SpriteEffects.None, 0f);
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}
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public void InitiateTransition(Rectangle dimensions)
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{
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textureBounds.Width = (int)(ScreenSize.Height * proportion);
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textureBounds.Height = (int)(ScreenSize.Height * proportion);
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textureBounds.X = (ScreenSize.Width) / 2;
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textureBounds.Y = (ScreenSize.Height) / 2;
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origin.X = texture.Width / 2;
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origin.Y = texture.Height / 2;
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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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}
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public override void EnteringTransition(double delta, bool assetsLoaded, ref Color BGColor, RenderTarget2D previousScreenExitFrame)
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public bool EnteringTransition(double delta, bool assetsLoaded)
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{
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float deltaf = (float)delta;
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if (rotate)
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@@ -55,9 +67,9 @@ namespace RhythmBullet.Zer01HD.Game
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{
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if (!recorded)
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{
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rR = (Color.White.R - BGColor.R) / ENTER_RATE;
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rG = (Color.White.G - BGColor.G) / ENTER_RATE;
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rB = (Color.White.B - BGColor.B) / ENTER_RATE;
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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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@@ -66,19 +78,20 @@ namespace RhythmBullet.Zer01HD.Game
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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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BGColor.R = (byte)progR;
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BGColor.G = (byte)progG;
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BGColor.B = (byte)progB;
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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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DoneEnterTransition();
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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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public override bool ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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public bool ExitingTransition(double delta, bool assetsLoaded)
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{
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float deltaf = (float)delta;
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if (rotate)
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@@ -87,7 +100,7 @@ namespace RhythmBullet.Zer01HD.Game
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}
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if (progC > 0)
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{
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float rate = deltaf * 255 / EXIT_RATE;
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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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@@ -102,20 +115,5 @@ namespace RhythmBullet.Zer01HD.Game
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return false;
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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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public override void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(texture, textureBounds, null, color, rotation, origin, SpriteEffects.None, 0f);
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base.Draw(spriteBatch);
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}
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}
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}
|
142
RhythmBullet/Zer01HD/Utilities/UI/ScreenSystem/Screen.cs
Normal file
142
RhythmBullet/Zer01HD/Utilities/UI/ScreenSystem/Screen.cs
Normal file
@@ -0,0 +1,142 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities.UI.ScreenSystem
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{
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public enum ScreenState { EnterTransition, ExitTransition, Normal }
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public class Screen
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{
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public List<ITransition> Transitions;
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public bool UseRenderTargetForExitTransition;
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public Color BackgroundColor;
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public Screen(bool useEnterTransition = false)
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{
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State = useEnterTransition ? ScreenState.EnterTransition : ScreenState.Normal;
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Transitions = new List<ITransition>();
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}
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public void Initiate(Rectangle screenSize)
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{
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Initiated = true;
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this.ScreenSize = screenSize;
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foreach (ITransition transition in Transitions)
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{
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transition.InitiateTransition(screenSize);
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}
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}
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public virtual void Update(GameTime gameTime)
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{
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}
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public virtual void Draw(SpriteBatch spriteBatch)
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{
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foreach (ITransition transition in Transitions)
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{
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transition.DrawTransition(spriteBatch);
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}
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}
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/// <summary>
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/// Updates the transition.
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/// </summary>
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/// <param name="delta">Time passed since last frame in seconds.</param>
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/// <param name="assetsLoaded">If waiting on assets.</param>
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/// <param name="previousScreenExitFrame">The previous screen's frame. May be null.</param>
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/// <returns>Only returns true if exit transition is complete. Returns false otherwise.</returns>
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public bool UpdateTransition(double delta, bool assetsLoaded)
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{
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switch (State)
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{
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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;
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user