The Screens component handles passing input, updating, and drawing the current game screen and sub-screens. Screens can have transitions for entering and exiting, can have required assets, can preload assets, and will trigger applicable events. A Screen has one or more View which is a section of the screen with a scene to render and entities to update.
- None
- CanDraw:
- CanUpdate:
- HandlesInput:
- Screen:
- ScreenEventListener:
- ScreenEvents:
- ScreenManager:
- ScreenManagerState:
- ScreenManagerEventListener:
- ScreenManagerEvents:
- ScreenTransition:
- ScreenTransitionResult:
- ScreenTransitionEntry:
- ProjectionOutside:
- Camera:
- View:
- draw( time: GameTime, view: View ): void
- update( elapsed: GameTime, view: View ): void
- input( input: InputEngine ): void
- views: View[] // The views to render for this screen
- parent: Screen< S > // The screen which opened this sub-screen
- manager: ScreenManager< S > // The manager of this screen
- assets: AssetContext // The assets required by this screen
- preload: S[] // The assets of the screens mapped by these states can be loaded when this screen is entered
- onExit(): void // Called when this screen has completed exiting
- onExiting(): void // Called when this screen has started exiting
- exiting( time: GameTime, view: View ) // Called during screen exit
- onEnter(): void // Called when this screen has completed entering
- onEntering(): void // Called when this screen has started entering
- entering( time: GameTime, view: View ) // Called during screen enter
- onCancel(): void // Called when a screen transition has been interrupted by another to be transitioned to
- onScreenEvent( screen: Screen ): void
- Exiting: Event< ScreenEventListener >
- Exit: Event< ScreenEventListener >
- Entering: Event< ScreenEventListener >
- Enter: Event< ScreenEventListener >
- screens: Screen[]
- states: S[]
- current: S
- next: S
- state: ScreenManagerState
- transitions: ScreenTransitionEntry[]
- add( state: S, screen: Screen ): Screen
- addEntrance( entering: S, transition: ScreenTransition ): ScreenTransitionEntry< S >
- addExit( exiting: S, transition: ScreenTransition ): ScreenTransitionEntry< S >
- addTransition( entering: S, exiting: S, transition: ScreenTransition ): ScreenTransitionEntry< S >
- get( state: S ): Screen
- set( state: S ): Screen
- stack( state: S ): boolean
- unstack(): boolean
- proceed(): void
- Inactive
- Entering
- Exiting
- Active
- onScreenManagerEvent( previous: Screen, next: Screen ): void
- Stacked: Event< ScreenManagerEventListener >
- UnStacked: Event< ScreenManagerEventListener >
- Entering: Event< ScreenManagerEventListener >
- Entered: Event< ScreenManagerEventListener >
- Exiting: Event< ScreenManagerEventListener >
- Exited: Event< ScreenManagerEventListener >
- onStart( time: GameTime, entering: boolean ): ScreenTransitionResult
- onTransition( time: GameTime, entering: boolean ): ScreenTransitionResult
- onEnd( time: GameTime, entering: boolean ): void
- Finish // stop transition, don't call end
- End // stop transition, call end
- Continue // continue calling transition
- entering: S
- exiting: S
- transition: ScreenTransition
- Ignore
- Clamp
- Relative
- planes: Plane< V >[]
- update(): void
- intersects( elapsed: GameTime, shape: Shape< V >, position: V ): boolean
- scene: Scene< V >
- camera: Camera< V >
- placement: Placement
- screen: Screen
- projectionMatrix: Matrix< V >
- viewMatrix: Matrix< V >
- combinedMatrix: Matrix< V >
- update(): void
- draw( elapsed: GameTime ): void
- project( x: float, y: float, outside: ProjectionOutside, out: V ): V
- project( out: V ): V
- unproject( x: float, y: float, outside: ProjectionOutside, out: V ): V
- unproject( x: float, y: float, out: V ): V