C# Class TraceRacer.GameScreen

A screen is a single layer that has update and draw logic, and which can be combined with other layers to build up a complex menu system. For instance the main menu, the options menu, the "are you sure you want to quit" message box, and the main game itself are all implemented as screens.
Show file Open project: alexcoco/trace_racer Class Usage Examples

Public Methods

Method Description
Activate ( bool instancePreserved ) : void

Activates the screen. Called when the screen is added to the screen manager or if the game resumes from being paused or tombstoned.

Deactivate ( ) : void

Deactivates the screen. Called when the game is being deactivated due to pausing or tombstoning.

Draw ( GameTime gameTime ) : void

This is called when the screen should draw itself.

ExitScreen ( ) : void

Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which instantly kills the screen, this method respects the transition timings and will give the screen a chance to gradually transition off.

HandleInput ( GameTime gameTime, InputState input ) : void

Allows the screen to handle user input. Unlike Update, this method is only called when the screen is active, and not when some other screen has taken the focus.

Unload ( ) : void

Unload content for the screen. Called when the screen is removed from the screen manager.

Update ( GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen ) : void

Allows the screen to run logic, such as updating the transition position. Unlike HandleInput, this method is called regardless of whether the screen is active, hidden, or in the middle of a transition.

Private Methods

Method Description
UpdateTransition ( GameTime gameTime, System.TimeSpan time, int direction ) : bool

Helper for updating the screen transition position.

Method Details

Activate() public method

Activates the screen. Called when the screen is added to the screen manager or if the game resumes from being paused or tombstoned.
public Activate ( bool instancePreserved ) : void
instancePreserved bool /// True if the game was preserved during deactivation, false if the screen is just being added or if the game was tombstoned. /// On Xbox and Windows this will always be false. ///
return void

Deactivate() public method

Deactivates the screen. Called when the game is being deactivated due to pausing or tombstoning.
public Deactivate ( ) : void
return void

Draw() public method

This is called when the screen should draw itself.
public Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
return void

ExitScreen() public method

Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which instantly kills the screen, this method respects the transition timings and will give the screen a chance to gradually transition off.
public ExitScreen ( ) : void
return void

HandleInput() public method

Allows the screen to handle user input. Unlike Update, this method is only called when the screen is active, and not when some other screen has taken the focus.
public HandleInput ( GameTime gameTime, InputState input ) : void
gameTime Microsoft.Xna.Framework.GameTime
input InputState
return void

Unload() public method

Unload content for the screen. Called when the screen is removed from the screen manager.
public Unload ( ) : void
return void

Update() public method

Allows the screen to run logic, such as updating the transition position. Unlike HandleInput, this method is called regardless of whether the screen is active, hidden, or in the middle of a transition.
public Update ( GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen ) : void
gameTime Microsoft.Xna.Framework.GameTime
otherScreenHasFocus bool
coveredByOtherScreen bool
return void