public override void Update(GameTime gameTime) { if (this.shutdownBgSlider != null) { this.position.Y = this.shutdownBgSlider.Position; this.closeOk.SetPosition((int)this.closeOk.GetPosition().X, (int)this.shutdownBgSlider.Position + 45); this.closeNo.SetPosition((int)this.closeNo.GetPosition().X, (int)this.shutdownBgSlider.Position + 45); this.shutdownBgSlider.Update(gameTime); this.darkenAlpha.Update(gameTime); } ////slides the shutdown window in if the user hits escape if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Escape) && !this.IsBlocking()) { this.shutdownBgSlider = new Slide(this.position.Y, 455, 0.5f); this.darkenAlpha = new Slide(0, 255, 0.5f); this.SetBlocking(true); } if (this.CheckMouseClick()) { ////checks all available buttons foreach (Button button in this.shutdownControlButtons) { button.CheckForCollision(); } } base.Update(gameTime); }
public override void Hide() { this.shutdownBgSlider = new Slide(this.position.Y, -200, 0.5f); this.darkenAlpha = new Slide(255, 0, 0.5f); this.SetBlocking(false); }
public override void Show() { this.shutdownBgSlider = new Slide(this.position.Y, 455, 0.5f); this.darkenAlpha = new Slide(0, 255, 0.5f); this.SetBlocking(true); }
public override void Hide() { this.setupBgSlider = new Slide(this.position.Y, -700, 0.5f); this.SetBlocking(false); Settings.Write(); }
public override void Show() { this.setupBgSlider = new Slide(this.position.Y, 258, 0.5f); this.SetBlocking(true); }
protected override void Update(GameTime gameTime) { //// update the mouse position this.mousePosition = this.UpdateMouse(); this.blocked = this.CheckBlocking(); ////slide down the button on the top left if (this.mousePosition.X <= 247 && this.mousePosition.Y <= 50 && this.CheckMouseClick() && !this.blocked) { this.additionalBgSlider = new Slide(this.additionalBgPos.Y, 0, 0.5f); this.slided = true; } ////slide them up if the mouse is no longer over them if (this.slided == true && (this.mousePosition.X > 201 || this.mousePosition.Y > 540)) { this.additionalBgSlider = new Slide(this.additionalBgPos.Y, -492, 0.5f); this.slided = false; } ////slide the menu if (this.additionalBgSlider != null) { this.additionalBgPos.Y = this.additionalBgSlider.Position; this.close.SetPosition((int)this.close.GetPosition().X, (int)this.additionalBgSlider.Position - 20); this.file.SetPosition((int)this.file.GetPosition().X, (int)this.additionalBgSlider.Position + 150); this.setup.SetPosition((int)this.file.GetPosition().X, (int)this.additionalBgSlider.Position + 320); this.additionalBgSlider.Update(gameTime); } if (this.jmpToZeroSlider != null) { this.tempoSlider.SetPosition((int)this.tempoSlider.GetPosition().X, (int)this.jmpToZeroSlider.Position); this.jmpToZeroSlider.Update(gameTime); if (this.jmpToZeroSlider.Position == 450) { this.jmpToZeroSlider = null; } } ////check if mouse was clicked if (this.CheckMouseClick()) { if (!this.blocked) { ////checks all available buttons foreach (Button button in this.guiButtons) { button.CheckForCollision(); } //// Check if mouse is inside texture area if (this.OnMouseOver() && !this.state.Scratch && !this.slided) { ////pause the stream this.state.Paused = true; ////get and set the new position long pos = this.wf.GetBytePositionFromX(this.realCurrentX[this.currentFrame], this.framePos, -1, -1); Bass.BASS_ChannelSetPosition(this.streamTempo, pos); if (this.currentFrame > this.loopOutFrame || this.currentFrame < this.loopInFrame && this.loopOut != -1) { this.ResetLoopOut(); } } else if (this.FrameOnMouseOver() && !this.state.Scratch && !this.slided) { ////normally I would also use a collision detection for alpha values but sometimes a waveform ////is too small specially when there is no sound at a certain point ////so we skip that alpha check this.state.Paused = true; ////set the new frame this.currentFrame = this.selectedFrame; long pos = this.wf.GetBytePositionFromX(this.realCurrentX[this.selectedFrame], this.framePos, -1, -1); Bass.BASS_ChannelSetPosition(this.streamTempo, pos); if (this.currentFrame > this.loopOutFrame || this.currentFrame < this.loopInFrame && this.loopOut != -1) { this.ResetLoopOut(); } } } } else { ////set back the frequency if (this.info != null) { this.currentFreq = this.info.freq; } this.state.Paused = false; ////set back the button is clicked var this.isAllreadyClicked = false; this.plateAngleHelper = 0; this.firstContact = true; this.showTempo = false; } if (this.currentFrame >= this.loopOutFrame && this.loopOutFrame > this.loopInFrame && this.loopOut != -1 && !this.isAllreadyClicked) { Bass.BASS_ChannelSetPosition(this.streamTempo, Bass.BASS_ChannelBytes2Seconds(this.streamTempo, this.loopIn)); } if (this.state.Scratch && this.plateAngleHelper == 0 && this.state.Play) { if (this.state.Reverse == false) { this.scratchAngle += 0.01f + (this.tempo / 10000); } else { this.scratchAngle -= 0.01f + (this.tempo / 10000); } } this.newMousePosition = this.UpdateMouse(); base.Update(gameTime); }
private void JmpToZeroAction(object sender, EventArgs e) { if (this.tempoSlider.GetPosition().Y != 450) { ////tempoSlider.SetPosition((int)this.tempoSlider.GetPosition().X, 450); this.jmpToZeroSlider = new Slide(this.tempoSlider.GetPosition().Y, 450, 0.5f); this.tempo = 0; this.jmpToZero.ChangeTex(false); } }