/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private IntroScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private VictoryScreen(ScreenManager screenManager, GameScreen[] screensToLoad) { this.userCancelled = false; firstTimeHandleInput = true; this.screensToLoad = screensToLoad; this.screenManager = screenManager; toGraphButton = new ButtonComponent(screenManager.Game, (int)(Settings.maximumResolution.X - 150), (int)(Settings.maximumResolution.Y - 200), new Rectangle(), GameResources.Inst().GetFont(EFont.MedievalBig), Settings.scaleW(79), Settings.scaleH(66), "HUD/menu_next"); toGraphButton.Actions += ToGraph; toMenuButton = new ButtonComponent(screenManager.Game, 60, (int)(Settings.maximumResolution.Y - 200), new Rectangle(), GameResources.Inst().GetFont(EFont.MedievalBig), Settings.scaleW(79), Settings.scaleH(66), "HUD/hotseat_back"); toMenuButton.Actions += ToMenu; toGraphButton.LoadContent(); toMenuButton.LoadContent(); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private GraphScreen(ScreenManager screenManager, GameScreen[] screensToLoad) { graphKind = 0; this.userCancelled = false; this.screensToLoad = screensToLoad; this.screenManager = screenManager; this.primitiveBatch = new PrimitiveBatch(screenManager.GraphicsDevice); windowWidth = screenManager.GraphicsDevice.Viewport.Width; windowHeight = screenManager.GraphicsDevice.Viewport.Height; columnNumber = GameMaster.Inst().GetTurnNumber(); if (SetRowNumber()) ToNextGraph(); toMenuButton = new ButtonComponent(screenManager.Game, 60, (int)(Settings.maximumResolution.Y - 200), new Rectangle(), GameResources.Inst().GetFont(EFont.MedievalBig), Settings.scaleW(79), Settings.scaleH(66), "HUD/hotseat_back"); toMenuButton.Actions += ToMenu; toMenuButton.LoadContent(); nextGraphButton = new ButtonComponent(screenManager.Game, (int)(Settings.maximumResolution.X - 150), (int)(Settings.maximumResolution.Y - 200), new Rectangle(), GameResources.Inst().GetFont(EFont.MedievalBig), Settings.scaleW(79), Settings.scaleH(66), "HUD/menu_next"); nextGraphButton.Actions += NextGraph; nextGraphButton.LoadContent(); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private GameLoadScreen(ScreenManager screenManager, GameScreen[] screensToLoad) { this.screensToLoad = screensToLoad; otherScreensAreGone = false; }
/// <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; } }