/// <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> /// 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> /// 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> /// Draws the button /// </summary> /// <param name="screen">The screen drawing the button</param> public void Draw(GameScreen screen) { // Grab some common items from the ScreenManager SpriteBatch spriteBatch = screen.ScreenManager.SpriteBatch; SpriteFont font = screen.ScreenManager.Font; Texture2D blank = screen.ScreenManager.BlankTexture; // Compute the button's rectangle Rectangle r = new Rectangle( (int)Position.X, (int)Position.Y, (int)Size.X, (int)Size.Y); // Fill the button spriteBatch.Draw(blank, r, FillColor * Alpha); // Draw the border spriteBatch.Draw( blank, new Rectangle(r.Left, r.Top, r.Width, BorderThickness), BorderColor * Alpha); spriteBatch.Draw( blank, new Rectangle(r.Left, r.Top, BorderThickness, r.Height), BorderColor * Alpha); spriteBatch.Draw( blank, new Rectangle(r.Right - BorderThickness, r.Top, BorderThickness, r.Height), BorderColor * Alpha); spriteBatch.Draw( blank, new Rectangle(r.Left, r.Bottom - BorderThickness, r.Width, BorderThickness), BorderColor * Alpha); // Draw the text centered in the button Vector2 textSize = font.MeasureString(Text); Vector2 textPosition = new Vector2(r.Center.X, r.Center.Y) - textSize / 2f; textPosition.X = (int)textPosition.X; textPosition.Y = (int)textPosition.Y; spriteBatch.DrawString(font, Text, textPosition, TextColor * Alpha); }