C# Class NScumm.MonoGame.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.
This public class is similar to one in the GameStateManagement sample.
Mostra file Open project: scemino/nscumm Class Usage Examples

Public Methods

Method Description
Draw ( GameTime gameTime ) : void

This is called when the screen should draw itself.

EndRun ( ) : void
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 ( 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.

LoadContent ( ) : void

Load graphics content for the screen.

UnloadContent ( ) : void

Unload content for the screen.

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.

UpdatePresence ( ) : void

Screen-specific update to gamer rich presence.

Private Methods

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

Helper for updating the screen transition position.

Method Details

Draw() public abstract method

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

EndRun() public method

public EndRun ( ) : void
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 ( InputState input ) : void
input InputState
return void

LoadContent() public method

Load graphics content for the screen.
public LoadContent ( ) : void
return void

UnloadContent() public method

Unload content for the screen.
public UnloadContent ( ) : 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

UpdatePresence() public method

Screen-specific update to gamer rich presence.
public UpdatePresence ( ) : void
return void