Vertices Engine  v1.9.2.92
A Cross Platform game engine developed by Virtex Edge Design.
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VerticesEngine.Screens.Async.BusyScreen Class Reference

The loading screen coordinates transitions between the menu system and the game itself. Normally one screen will transition off at the same time as the next screen is transitioning on, but for larger transitions that can take a longer time to load their data, we want the menu system to be entirely gone before we start loading the game. This is done as follows: More...

Inheritance diagram for VerticesEngine.Screens.Async.BusyScreen:
VerticesEngine.vxBaseScene

Public Member Functions

override void Draw ()
 Draws the loading screen.
 
- Public Member Functions inherited from VerticesEngine.vxBaseScene
virtual void LoadContent ()
 Load graphics content for the screen.
 
virtual System.Collections.IEnumerator LoadContentAsync ()
 Loads content as part of a Coroutine allowing the game to update frames during the loading process.
 
virtual void UnloadContent ()
 Unload content for the screen.
 
virtual bool PlaySound (vxBaseScene sender, SoundEffect SoundEffect, float Volume=1, float Pitch=0)
 
void ExitScreen ()
 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.
 
virtual void Dispose ()
 

Static Public Member Functions

static void Load (vxEngine screenManager, bool loadingIsSlow, PlayerIndex? controllingPlayer, params vxBaseScene[] screensToLoad)
 Activates the loading screen.
 
static void Load (string message, vxEngine screenManager, bool loadingIsSlow, PlayerIndex? controllingPlayer, params vxBaseScene[] screensToLoad)
 

Additional Inherited Members

- Protected Member Functions inherited from VerticesEngine.vxBaseScene
virtual void OnFirstUpdate ()
 Called at the start of this scenes first update/tick.
 
virtual void OnFirstDraw ()
 Called on the first draw of this scene.
 
- Protected Attributes inherited from VerticesEngine.vxBaseScene
bool IsLoadingTimeMeasured = false
 
bool HideIfCovered = true
 
- Properties inherited from VerticesEngine.vxBaseScene
bool IsPopup [get, protected set]
 Normally when one screen is brought up over the top of another, the first screen will transition off to make room for the new one. This property indicates whether the screen is only a small popup, in which case screens underneath it do not need to bother transitioning off.
 
bool IsRemoved [get, set]
 Has this scene been removed?
 
TimeSpan TransitionOnTime [get, protected set]
 Indicates how long the screen takes to transition on when it is activated.
 
TimeSpan TransitionOffTime [get, protected set]
 Indicates how long the screen takes to transition off when it is deactivated.
 
float TransitionPosition [get, protected set]
 Gets the current position of the screen transition, ranging from zero (fully active, no transition) to one (transitioned fully off to nothing).
 
float TransitionAlpha [get]
 Gets the current alpha of the screen transition, ranging from 1 (fully active, no transition) to 0 (transitioned fully off to nothing).
 
ScreenState ScreenState [get, protected set]
 Gets the current screen transition state.
 
bool IsExiting [get, set]
 There are two possible reasons why a screen might be transitioning off. It could be temporarily going away to make room for another screen that is on top of it, or it could be going away for good. This property indicates whether the screen is exiting for real: if set, the screen will automatically remove itself as soon as the transition finishes.
 
bool IsActive [get]
 Checks whether this screen is active and can respond to user input.
 
bool otherScreenHasFocus [get, set]
 
bool IsFirstLoop [get]
 Gets a value indicating whether this T:VerticesEngine.vxGameBaseScreen is first loop.
 
bool IsLoadingFile [get, set]
 Returns whether we're currently loading a file or not.
 
PlayerIndex? ControllingPlayer [get, set]
 Gets the index of the player who is currently controlling this screen, or null if it is accepting input from any player. This is used to lock the game to a specific player profile. The main menu responds to input from any connected gamepad, but whichever player makes a selection from this menu is given control over all subsequent screens, so other gamepads are inactive until the controlling player returns to the main menu.
 
bool IsContentLoaded [get, set]
 Has all the content been loaded yet?
 
bool coveredByOtherScreen [get, set]
 

Detailed Description

The loading screen coordinates transitions between the menu system and the game itself. Normally one screen will transition off at the same time as the next screen is transitioning on, but for larger transitions that can take a longer time to load their data, we want the menu system to be entirely gone before we start loading the game. This is done as follows:

  • Tell all the existing screens to transition off.
  • Activate a loading screen, which will transition on at the same time.
  • The loading screen watches the state of the previous screens.
  • When it sees they have finished transitioning off, it activates the real next screen, which may take a long time to load its data. The loading screen will be the only thing displayed while this load is taking place.

Member Function Documentation

◆ Draw()

override void VerticesEngine.Screens.Async.BusyScreen.Draw ( )
virtual

Draws the loading screen.

Reimplemented from VerticesEngine.vxBaseScene.


The documentation for this class was generated from the following file: