C# Class CodeGenerator.Screens.Screen

Show file Open project: vchelaru/FlatRedBall

Protected Properties

Property Type Description
mAxisAlignedRectangles PositionedObjectList
mCamera FlatRedBall.Camera
mCircles PositionedObjectList
mDrawableBatches List
mLastLoadedScene Scene
mLayer Layer
mLayers List
mLines PositionedObjectList
mPolygons PositionedObjectList
mPopups List
mPositionedModels PositionedModelList
mSpriteFrames PositionedObjectList
mSpriteGrids List
mSprites SpriteList
mTexts PositionedObjectList
mTurnOffFixedFrameRateDuringLoading bool

Public Methods

Method Description
Activity ( bool firstTimeCalled ) : void

Manages contained SpriteFrames or SpriteGrids.

Destroy ( ) : void

Method called by the ScreenManager which unloads all textures, Remove Sprites, destroys the GUI, Text objects, SpriteGrids, and SpriteFrames.

LoadPolygonList ( string name, bool addToShapeManager, bool makeVisible ) : PositionedObjectList
LoadPopup ( string popupToLoad, Layer layerToLoadPopupOn ) : Screen
LoadPopup ( string popupToLoad, bool useNewLayer ) : Screen
LoadScene ( string fileName, Layer layer ) : Scene
MoveToScreen ( string screenClass ) : void

Tells the screen that we are done and wish to move to the supplied screen

Screen ( string scnFileName, string contentManagerName ) : System

Loads a screen, initializes internal fields, and stores the textures which belong to the screen.

When a screen is unloaded, it unloads all textures that it introduced to the TextureManager. It does not unload textures which were already cached in the TextureManager before the screen was loaded. This method gets all textures that are cached after the LoadScn method, then removes all textures that existed before the scene was loaded. Therefore, any texture that is used in the screen should exist in the .scn. This keeps the programmer from having to manually track textures and remove them when a screen unloads. The exception is objects which dynamically select their texture according to conditions and user inputs. These textures should be assigned to the screen with the AssignTextureToScreen method.

Shift ( float x, float y, float z ) : void

Method Details

Activity() public method

Manages contained SpriteFrames or SpriteGrids.
public Activity ( bool firstTimeCalled ) : void
firstTimeCalled bool
return void

Destroy() public method

Method called by the ScreenManager which unloads all textures, Remove Sprites, destroys the GUI, Text objects, SpriteGrids, and SpriteFrames.
public Destroy ( ) : void
return void

LoadPolygonList() public method

public LoadPolygonList ( string name, bool addToShapeManager, bool makeVisible ) : PositionedObjectList
name string
addToShapeManager bool
makeVisible bool
return PositionedObjectList

LoadPopup() public method

public LoadPopup ( string popupToLoad, Layer layerToLoadPopupOn ) : Screen
popupToLoad string
layerToLoadPopupOn Layer
return Screen

LoadPopup() public method

public LoadPopup ( string popupToLoad, bool useNewLayer ) : Screen
popupToLoad string
useNewLayer bool
return Screen

LoadScene() public method

public LoadScene ( string fileName, Layer layer ) : Scene
fileName string
layer Layer
return Scene

MoveToScreen() public method

Tells the screen that we are done and wish to move to the supplied screen
public MoveToScreen ( string screenClass ) : void
screenClass string
return void

Screen() public method

Loads a screen, initializes internal fields, and stores the textures which belong to the screen.
When a screen is unloaded, it unloads all textures that it introduced to the TextureManager. It does not unload textures which were already cached in the TextureManager before the screen was loaded. This method gets all textures that are cached after the LoadScn method, then removes all textures that existed before the scene was loaded. Therefore, any texture that is used in the screen should exist in the .scn. This keeps the programmer from having to manually track textures and remove them when a screen unloads. The exception is objects which dynamically select their texture according to conditions and user inputs. These textures should be assigned to the screen with the AssignTextureToScreen method.
public Screen ( string scnFileName, string contentManagerName ) : System
scnFileName string The .scn file name relative to the .exe.
contentManagerName string
return System

Shift() public method

public Shift ( float x, float y, float z ) : void
x float
y float
z float
return void

Property Details

mAxisAlignedRectangles protected property

protected PositionedObjectList mAxisAlignedRectangles
return PositionedObjectList

mCamera protected property

protected Camera,FlatRedBall mCamera
return FlatRedBall.Camera

mCircles protected property

protected PositionedObjectList mCircles
return PositionedObjectList

mDrawableBatches protected property

protected List mDrawableBatches
return List

mLastLoadedScene protected property

protected Scene mLastLoadedScene
return Scene

mLayer protected property

protected Layer mLayer
return Layer

mLayers protected property

protected List mLayers
return List

mLines protected property

protected PositionedObjectList mLines
return PositionedObjectList

mPolygons protected property

protected PositionedObjectList mPolygons
return PositionedObjectList

mPopups protected property

protected List mPopups
return List

mPositionedModels protected property

protected PositionedModelList mPositionedModels
return PositionedModelList

mSpriteFrames protected property

protected PositionedObjectList mSpriteFrames
return PositionedObjectList

mSpriteGrids protected property

protected List mSpriteGrids
return List

mSprites protected property

protected SpriteList mSprites
return SpriteList

mTexts protected property

protected PositionedObjectList mTexts
return PositionedObjectList

mTurnOffFixedFrameRateDuringLoading protected property

protected bool mTurnOffFixedFrameRateDuringLoading
return bool