using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using RhythmBullet.Zer01HD.Utilities.Camera; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; using System.Threading.Tasks; namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem { public delegate void RequireNextScreen(Screen screen); public class ScreenManager : IDisposable { public event RequireNextScreen RequireNextScreenEvent; private GraphicsDeviceManager graphics; private Screen previousScreen; private RenderTarget2D previousScreenRenderTarget; private Screen currentScreen; private Camera2D camera; public Screen Screen { get { return currentScreen; } set { previousScreen = currentScreen; currentScreen = value; if (!Screen.Initiated) { Screen.Initiate(graphics.GraphicsDevice, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), camera); } 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(); } } public ScreenManager(GraphicsDeviceManager graphicsDeviceManager, Camera2D camera) { this.graphics = graphicsDeviceManager; this.camera = camera; } public void Update(GameTime gameTime, bool assetsDone) { switch (Screen.State) { case ScreenState.EnterTransition: if (previousScreen != null && previousScreen.UseRenderTargetForExitTransition) { previousScreen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone); } Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone); break; case ScreenState.ExitTransition: if (Screen.UseRenderTargetForExitTransition || Screen.UpdateTransition(gameTime.ElapsedGameTime.TotalSeconds, assetsDone)) { OnRequireNextScreen(Screen); if (Screen.NextScreen != null) { Debug.WriteLine("Changing to the next given screen."); Screen = Screen.NextScreen; } else if (previousScreen != null) { Debug.WriteLine("Changing to previous screen."); Screen = previousScreen; } else { throw new InvalidOperationException("No next screen provided and no previous screen to return to."); } } break; case ScreenState.Normal: Screen.Update(gameTime); break; } } public void Draw(SpriteBatch spriteBatch) { graphics.GraphicsDevice.Clear(Screen.BackgroundColor); if (Screen.State == ScreenState.EnterTransition && previousScreen != null && previousScreen.UseRenderTargetForExitTransition) { graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget); graphics.GraphicsDevice.Clear(previousScreen.BackgroundColor); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.TransformMatrix); previousScreen.Draw(spriteBatch); spriteBatch.End(); graphics.GraphicsDevice.SetRenderTarget(null); Screen.UpdatePreviousScreenFrame(previousScreenRenderTarget); } spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.TransformMatrix); Screen.Draw(spriteBatch); spriteBatch.End(); } public void Resize(Texture2D loadingScreenSymbol) { Screen.AssetLoadStateChange(true); Screen = new LoadingScreen(loadingScreenSymbol, 0.3f, true); previousScreenRenderTarget.Dispose(); previousScreenRenderTarget = null; } public void PostResize() { Screen.AssetLoadStateChange(false); } public void OnRequireNextScreen(Screen screen) { RequireNextScreenEvent?.Invoke(screen); } public void Dispose() { previousScreenRenderTarget?.Dispose(); } } }