/// <summary> /// Constructor. /// </summary> public Backdrop(Texture2D BG, GameScreen toBeAdded) { TransitionOnTime = TimeSpan.FromSeconds(0); TransitionOffTime = TimeSpan.FromSeconds(0); background = BG; numberOfPasses = 0; screenToAdd = toBeAdded; }
/// <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) { //if (!(screen is ShopScreen) && !(screen is GameplayScreen) && !(screen is CharacterSelectionScreen)) //{ // If we are using a ShopScreen or a GameplayScreen, don't // unload shared resources. 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; }