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ScreenManager.cs
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ScreenManager.cs
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//
// ScreenManager.cs
//
// Author: endofunk
//
// Copyright (c) 2019
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Endofunk.Monogame.UI {
public class ScreenManager {
private Screen CurrentScreen;
private readonly Queue<Screen> Queue;
public ScreenManager(params Screen[] screens) {
Queue = new Queue<Screen>();
screens.ToList().ForEach(s => Queue.Enqueue(s));
CurrentScreen = Queue.Any() ? Queue.Dequeue() : throw new ArgumentException("ScreenManager requires at least 1 screen to start");
}
public void EnQueue(Screen screen) {
Queue.Enqueue(screen);
}
public void Draw(SpriteBatch spriteBatch) {
CurrentScreen.Draw(spriteBatch);
if (Queue.Any()) Queue.Peek().Draw(spriteBatch);
}
public void Update(GameTime gameTime) {
if (Queue.Any()) {
var screen = Queue.Peek();
if (screen.Segue.Position.X >= 0) {
CurrentScreen = Queue.Dequeue();
} else {
screen.Update(gameTime);
}
}
CurrentScreen.Update(gameTime);
}
}
public static partial class Prelude {
public static ScreenManager ScreenManager(params Screen[] screens) => new ScreenManager(screens);
}
}