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(); } } }