/// <summary> /// Constructs a new menu entry with the specified text and location. /// </summary> public MenuEntry(MenuScreen screen, string text, Vector2 position) { this.screen = screen; this.Text = text; this.position = position; this.font = screen.ScreenManager.GameContent.gameFont; }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// Constructor. /// </summary> public PauseMenuScreen(GameScreen screen) : base() { // Flag that there is no need for the game to transition // off when the pause menu is on top of it. IsPopup = true; this.screen = screen; }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; if (loadingIsSlow) { TransitionOnTime = TimeSpan.FromSeconds(.1); TransitionOffTime = TimeSpan.FromSeconds(2); } else TransitionOnTime = TimeSpan.FromSeconds(.1); }
/// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; 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); }
/// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; 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> /// Constructs a new menu entry with the specified texture and location. /// </summary> public MenuEntry(Texture2D texture, Vector2 position, GameScreen screen) : this(string.Empty, position, screen) { this.texture = texture; }
/// <summary> /// Constructs a new menu entry with the specified text and location. /// </summary> public MenuEntry(string text, Vector2 position, GameScreen screen) { this.screen = screen; this.text = text; this.position = position; }
/// <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); }