public static void Load(ScreenManager screenManager, bool loadingIsSlow, PlayerIndex? controllingPlayer, params GameScreen[] screensToLoad) { // Tell all the current screens to transition off. foreach (GameScreen screen in screenManager.GetScreens()) screen.ExitScreen(); // Create and activate the loading screen. LoadingScreen loadingScreen = new LoadingScreen(screenManager, loadingIsSlow, screensToLoad); screenManager.AddScreen(loadingScreen, controllingPlayer); }
public static void Load(ScreenManager screenManager, bool loadingIsSlow, PlayerIndex?controllingPlayer, params GameScreen[] screensToLoad) { // Tell all the current screens to transition off. foreach (GameScreen screen in screenManager.GetScreens()) { screen.ExitScreen(); } // Create and activate the loading screen. LoadingScreen loadingScreen = new LoadingScreen(screenManager, loadingIsSlow, screensToLoad); screenManager.AddScreen(loadingScreen, controllingPlayer); }
public override void Draw(GameTime gameTime) { // If we are the only active screen, that means all the previous screens // must have finished transitioning off. We check for this in the Draw // method, rather than in Update, because it isn't enough just for the // screens to be gone: in order for the transition to look good we must // have actually drawn a frame without them before we perform the load. if ((ScreenState == ScreenState.Active) && (ScreenManager.GetScreens().Length == 1)) { otherScreensAreGone = true; } // The gameplay screen takes a while to load, so we display a loading // message while that is going on, but the menus load very quickly, and // it would look silly if we flashed this up for just a fraction of a // second while returning from the game to the menus. This parameter // tells us how long the loading is going to take, so we know whether // to bother drawing the message. if (loadingIsSlow) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; const string message = "Bekleyiniz..."; // Center the text in the viewport. Viewport viewport = ScreenManager.GraphicsDevice.Viewport; Vector2 viewportSize = new Vector2(viewport.Width, viewport.Height); Vector2 textSize = font.MeasureString(message); Vector2 textPosition = (viewportSize - textSize) / 2; Color color = new Color(255, 255, 255, TransitionAlpha); // Draw the text. spriteBatch.Begin(); spriteBatch.DrawString(font, message, textPosition, color); spriteBatch.End(); } }