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