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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 | using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input.Touch; namespace FarseerPhysics.SamplesFramework { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { private AssetCreator _assetCreator; private ContentManager _contentManager; private InputHelper _input; private bool _isInitialized; private LineBatch _lineBatch; private List<GameScreen> _screens; private List<GameScreen> _screensToUpdate; private SpriteBatch _spriteBatch; /// <summary> /// Contains all the fonts avaliable for use. /// </summary> private SpriteFonts _spriteFonts; private List<RenderTarget2D> _transitions; /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base (game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //game.Components. TouchPanel.EnabledGestures = GestureType.None; _contentManager = game.Content; _contentManager.RootDirectory = "Content" ; _input = new InputHelper( this ); _screens = new List<GameScreen>(); _screensToUpdate = new List<GameScreen>(); _transitions = new List<RenderTarget2D>(); } /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return _spriteBatch; } } public LineBatch LineBatch { get { return _lineBatch; } } public ContentManager Content { get { return _contentManager; } } public SpriteFonts Fonts { get { return _spriteFonts; } } public AssetCreator Assets { get { return _assetCreator; } } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { if (!Axios.Settings.ScreenSaver) _spriteFonts = new SpriteFonts(_contentManager); base .Initialize(); _isInitialized = true ; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _lineBatch = new LineBatch(GraphicsDevice); if (!Axios.Settings.ScreenSaver) { _assetCreator = new AssetCreator(GraphicsDevice); _assetCreator.LoadContent(_contentManager); _input.LoadContent(); } // Tell each of the screens to load their content. foreach (GameScreen screen in _screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in _screens) { screen.UnloadContent(); } } /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { // Read the keyboard and gamepad. _input.Update(gameTime); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. _screensToUpdate.Clear(); if (_screens.Count == 0 || (_screens.Count == 1 && _screens[0] is BackgroundScreen)) //I'm done, exit this .Game.Exit(); foreach (GameScreen screen in _screens) { _screensToUpdate.Add(screen); } bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false ; // Loop as long as there are screens waiting to be updated. while (_screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = _screensToUpdate[_screensToUpdate.Count - 1]; _screensToUpdate.RemoveAt(_screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus || screen.AlwaysHasFocus) { if (!otherScreenHasFocus) { _input.ShowCursor = screen.HasCursor; _input.EnableVirtualStick = screen.HasVirtualStick; otherScreenHasFocus = true ; } screen.HandleInput(_input, gameTime); } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) { coveredByOtherScreen = true ; } } } } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { int transitionCount = 0; foreach (GameScreen screen in _screens) { if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.TransitionOff) { ++transitionCount; if (_transitions.Count < transitionCount) { PresentationParameters _pp = GraphicsDevice.PresentationParameters; _transitions.Add( new RenderTarget2D(GraphicsDevice, _pp.BackBufferWidth, _pp.BackBufferHeight, false , SurfaceFormat.Color, _pp.DepthStencilFormat, _pp.MultiSampleCount, RenderTargetUsage.DiscardContents)); } GraphicsDevice.SetRenderTarget(_transitions[transitionCount - 1]); GraphicsDevice.Clear(Color.Transparent); screen.Draw(gameTime); GraphicsDevice.SetRenderTarget( null ); } } //GraphicsDevice.Clear(Color.Black); transitionCount = 0; foreach (GameScreen screen in _screens) { if (screen.ScreenState == ScreenState.Hidden) { continue ; } if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.TransitionOff) { _spriteBatch.Begin(0, BlendState.AlphaBlend); _spriteBatch.Draw(_transitions[transitionCount], Vector2.Zero, Color.White * screen.TransitionAlpha); _spriteBatch.End(); ++transitionCount; } else { screen.Draw(gameTime); } } _input.Draw(); } /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen) { screen.ScreenManager = this ; screen.IsExiting = false ; // If we have a graphics device, tell the screen to load content. if (_isInitialized) { screen.LoadContent(); } _screens.Add(screen); // update the TouchPanel to respond to gestures this screen is interested in TouchPanel.EnabledGestures = screen.EnabledGestures; } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (_isInitialized) { screen.UnloadContent(); } _screens.Remove(screen); _screensToUpdate.Remove(screen); // if there is a screen still in the manager, update TouchPanel // to respond to gestures that screen is interested in. if (_screens.Count > 0) { TouchPanel.EnabledGestures = _screens[_screens.Count - 1].EnabledGestures; } } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return _screens.ToArray(); } } } |
Source at commit 6526c5e6050c created 12 years 9 months ago. By nathan@daedalus, Fixing issue with UI objects and collision with mouse pointer |
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