using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using FarseerPhysics.SamplesFramework;
namespace GameStateManagement
{
public class LogoScreen : GameScreen
{
private const float LogoScreenHeightRatio = 4f / 6f;
private const float LogoWidthHeightRatio = 1.4f;
private ContentManager _content;
private Rectangle _destination;
private TimeSpan _duration;
private Texture2D _farseerLogoTexture;
public LogoScreen(TimeSpan duration)
{
_duration = duration;
TransitionOffTime = TimeSpan.FromSeconds(2.0);
}
///
/// Loads graphics content for this screen. The background texture is quite
/// big, so we use our own local ContentManager to load it. This allows us
/// to unload before going from the menus into the game itself, wheras if we
/// used the shared ContentManager provided by the Game class, the content
/// would remain loaded forever.
///
public override void Activate(bool instancePreserved)
{
if (!instancePreserved)
{
if (_content == null)
{
_content = new ContentManager(ScreenManager.Game.Services, "Content");
}
_farseerLogoTexture = _content.Load("Common/logo");
Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
int rectHeight = (int)(viewport.Height * LogoScreenHeightRatio);
int rectWidth = (int)(rectHeight * LogoWidthHeightRatio);
int posX = viewport.Bounds.Center.X - rectWidth / 2;
int posY = viewport.Bounds.Center.Y - rectHeight / 2;
_destination = new Rectangle(posX, posY, rectWidth, rectHeight);
}
}
///
/// Unloads graphics content for this screen.
///
public override void Unload()
{
_content.Unload();
}
/*public override void HandleInput(GameTime gameTime, InputState input)
{
//input.
if (input.CurrentKeyboardStates[0].GetPressedKeys().Length > 0 ||
input.CurrentGamePadStates[0].IsButtonDown(Buttons.A | Buttons.Start | Buttons.Back) ||
input.MouseState.LeftButton == ButtonState.Pressed)
{
_duration = TimeSpan.Zero;
}
}*/
public override void HandleInput(GameTime gameTime, InputState input)
{
base.HandleInput(gameTime, input);
}
public override void Update(GameTime gameTime, bool otherScreenHasFocus,
bool coveredByOtherScreen)
{
_duration -= gameTime.ElapsedGameTime;
if (_duration <= TimeSpan.Zero)
{
ExitScreen();
}
base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
}
public override void Draw(GameTime gameTime)
{
ScreenManager.GraphicsDevice.Clear(Color.White);
ScreenManager.SpriteBatch.Begin();
ScreenManager.SpriteBatch.Draw(_farseerLogoTexture, _destination, Color.White);
ScreenManager.SpriteBatch.End();
}
}
}