using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using V3.Input;
namespace V3.Screens
{
public abstract class AbstractScreen : IScreen
{
///
/// Indicates whether screens below this one should be updated.
///
public bool UpdateLower { get; }
///
/// Indicates whether screens below this one should be drawn.
///
public bool DrawLower { get; }
protected AbstractScreen(bool updateLower, bool drawLower)
{
UpdateLower = updateLower;
DrawLower = drawLower;
}
///
/// Handles the given key event and returns whether it should be passed
/// to the screens below this one.
///
/// the key event that occurred
/// true if the event has been handeled by this screen and
/// should not be passed to the lower screens, false otherwise
public virtual bool HandleKeyEvent(IKeyEvent keyEvent)
{
return false;
}
///
/// Handles the given mouse event and returns whether it should be passed
/// to the screens below this one.
///
/// the mouse event that occurred
/// true if the event has been handeled by this screen and
/// should not be passed to the lower screens, false otherwise
public virtual bool HandleMouseEvent(IMouseEvent mouseEvent)
{
return true;
}
public virtual void Update(GameTime gameTime)
{
}
public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
}
}
}