using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; namespace Barotrauma { class LoadingScreen { private Texture2D backgroundTexture,monsterTexture,titleTexture; readonly RenderTarget2D renderTarget; float state; public Vector2 CenterPosition; public Vector2 TitlePosition; private float? loadState; public Vector2 TitleSize { get { return new Vector2(titleTexture.Width, titleTexture.Height); } } public float Scale { get; private set; } public float? LoadState { get { return loadState; } set { loadState = value; DrawLoadingText = true; } } public bool DrawLoadingText { get; set; } public LoadingScreen(GraphicsDevice graphics) { backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png"); monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png"); titleTexture = TextureLoader.FromFile("Content/UI/titleText.png"); renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight); DrawLoadingText = true; } public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime) { drawn = true; graphics.SetRenderTarget(renderTarget); Scale = GameMain.GraphicsHeight/1500.0f; state += deltaTime; if (DrawLoadingText) { CenterPosition = new Vector2(GameMain.GraphicsWidth*0.3f, GameMain.GraphicsHeight/2.0f); TitlePosition = CenterPosition + new Vector2(-0.0f + (float)Math.Sqrt(state) * 220.0f, 0.0f) * Scale; TitlePosition.X = Math.Min(TitlePosition.X, (float)GameMain.GraphicsWidth / 2.0f); } spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); graphics.Clear(Color.Black); spriteBatch.Draw(backgroundTexture, CenterPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f, new Vector2(backgroundTexture.Width / 2.0f, backgroundTexture.Height / 2.0f), Scale*1.5f, SpriteEffects.None, 0.2f); spriteBatch.Draw(monsterTexture, CenterPosition + new Vector2((state % 40) * 100.0f - 1800.0f, (state % 40) * 30.0f - 200.0f) * Scale, null, Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.1f); spriteBatch.Draw(titleTexture, TitlePosition, null, Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f); spriteBatch.End(); graphics.SetRenderTarget(null); if (Hull.renderer != null) { Hull.renderer.RenderBack(spriteBatch, renderTarget, 0.0f); } spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); spriteBatch.Draw(titleTexture, TitlePosition, null, Color.White * Math.Min((state - 3.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f); if (DrawLoadingText) { string loadText = ""; if (loadState == 100.0f) { loadText = "Press any key to continue"; } else { loadText = "Loading... "; if (loadState!=null) { loadText += (int)loadState + " %"; } } spriteBatch.DrawString(GUI.LargeFont, loadText, new Vector2(GameMain.GraphicsWidth/2.0f - GUI.LargeFont.MeasureString(loadText).X/2.0f, GameMain.GraphicsHeight*0.8f), Color.White); } spriteBatch.End(); } bool drawn; public IEnumerable DoLoading(IEnumerable loader) { drawn = false; LoadState = null; while (!drawn) { yield return CoroutineStatus.Running; } CoroutineManager.StartCoroutine(loader); yield return CoroutineStatus.Running; while (CoroutineManager.IsCoroutineRunning(loader.ToString())) { yield return CoroutineStatus.Running; } loadState = 100.0f; yield return CoroutineStatus.Success; } } }