} // end of EditWorldParametersUpdateObj Activate() public override void Deactivate() { if (active) { shared.editWorldParameters.Deactivate(false); HelpOverlay.Pop(); if (EditWorldParameters.CameraSetMode) { parent.CurrentUpdateMode = UpdateMode.EditObject; } else if (EditWorldParameters.NextLevelMode) { parent.CurrentUpdateMode = UpdateMode.SelectNextLevel; } else if (shared.editWorldParameters.IsInProgrammingTileMode()) { parent.CurrentUpdateMode = UpdateMode.EditObject; } else { parent.CurrentUpdateMode = UpdateMode.ToolMenu; } Instrumentation.StopTimer(timerInstrument); base.Deactivate(); } }
} // end of Activate() /// <summary> /// /// </summary> /// <param name="saveChanges">Should the updated values be saved out to the reflex?</param> public void Deactivate(bool saveChanges) { if (active) { brightnessSlider.Selected = false; durationSlider.Selected = true; ledGrid.Selected = false; bar.Selected = false; rightStickPosition = rightStickPositionBrightness; // Copy changes to reflex? if (saveChanges) { // Push the current pattern back to the reflex. pattern.LEDs = ledGrid.LEDs; reflex.microbitPatterns[modifierIndex] = (MicroBitPattern)pattern.Clone(); // TODO Copy the duration to all the other pattern modifiers? } HelpOverlay.Pop(); active = false; } } // end of Deactivate()
/// <summary> /// Override this to provide a place to clean up /// anything that needs it on a per-use basis. /// </summary> public virtual void OnDeactivate() { prevBrushIndex = shared.editBrushIndex; // Deactivate any pickers. if (PickerX != null) { PickerX.Active = false; PickerX = null; } if (PickerY != null) { PickerY.Active = false; PickerY = null; } inGame.ShowCursor(); inGame.Cursor3D.Rep = Cursor3D.Visual.Edit; inGame.Cursor3D.DiffuseColor = new Vector4(0.5f, 0.9f, 0.8f, 0.3f); inGame.Terrain.EndSelection(); VirtualMap.SuppressWaterUpdate = false; shared.editBrushSizeActive = false; HelpOverlay.Pop(); // Shut down all the terrain editing sounds just to be sure. Foley.StopPaint(); Foley.StopEarthDown(); Foley.StopEarthUp(); Foley.StopEraseLand(); Foley.StopLowerWater(); Foley.StopRaiseWater(); }
} // end of TopLevelPaletteUpdateObj Update() private void SetHelpOverlay() { HelpOverlay.Pop(); switch (curMode) { case UpdateMode.RunSim: HelpOverlay.Push("TopLevelPaletteRunSim"); break; case UpdateMode.EditObject: HelpOverlay.Push("TopLevelPaletteEditObject"); break; case UpdateMode.ToolBox: HelpOverlay.Push("TopLevelPaletteToolBox"); break; case UpdateMode.EditWorldParameters: HelpOverlay.Push("TopLevelPaletteEditWorldParameters"); break; case UpdateMode.EditObjectParameters: HelpOverlay.Push("TopLevelPaletteEditObjectParameters"); break; } } // end of TopLevelPalette SetHelpOverlay()
} // and of Activate() public void Deactivate() { active = false; diffuse = null; HelpOverlay.Pop(); CommandStack.Pop(commandMap); } // end of Deactivate()
} // end of RunSimUpdateObj Activate() public override void Deactivate() { if (active) { active = false; if (parent.cursorClone != null) { parent.cursorClone.Deactivate(); parent.cursorClone = null; } // Deactivate the PreGame if any. if (parent.PreGame != null) { parent.PreGame.Active = false; } CommandStack.Pop(commandMap); HelpOverlay.Pop(); Instrumentation.StopTimer(timerInstrument); #if !NETFX_CORE MicrobitManager.ReleaseDevices(); #endif base.Deactivate(); // ObjectAnalysis oa = new ObjectAnalysis(); //oa.beginAnalysis("out.txt"); } } // end of RunSimUpdateObj Deactivate()
} // end of Activate() public void Deactivate() { if (Active) { if (prevLanguage != XmlOptionsData.Language) { changeLanguageMessage.Activate(useRtCoords: true); grid.Active = true; // Keep grid active. return; } grid.Active = false; HelpOverlay.Pop(); // Pop off the help overlay for the current options element. CommandStack.Pop(commandMap); HelpOverlay.Pop(); // Pop off the help for the options menu. // Prevent the button pressed from leaking into runtime. GamePadInput.IgnoreUntilReleased(Buttons.B); active = false; touched = (PlayerIndex)(-1); GamePadInput.ClearAllWasPressedState(); MainMenu.Instance.LiveFeedDirty = true; } } // end of Deactivate()
} // end of HandleMouseInput() public override void Update(PerspectiveUICamera camera) { if (Active) { if (Hidden) { if (HelpOverlay.Peek() == (UseAltOverlay ? altHelpOverlay : helpOverlay)) { HelpOverlay.Pop(); } } else { if (Actions.MaterialFabric.WasPressed) { Actions.MaterialFabric.ClearAllWasPressedState(); FabricMode = true; RefreshPositions(); } if (Actions.MaterialCubic.WasPressed) { Actions.MaterialCubic.ClearAllWasPressedState(); FabricMode = false; RefreshPositions(); } HelpOverlay.ReplaceTop(UseAltOverlay ? altHelpOverlay : helpOverlay); } } base.Update(camera); }
protected void SetOverlay(string overlay) { if (HelpOverlay.Peek() != overlay) { HelpOverlay.Pop(); HelpOverlay.Push(overlay); } }
} // end of PreGameDesc Activate() protected override void Deactivate() { // Restart the game clock. //Time.Paused = false; Time.ClockRatio = 1.0f; HelpOverlay.Pop(); base.Deactivate(); } // end of PreGameDesc Deactivate()
override public void Deactivate() { if (state != States.Inactive) { HelpOverlay.Pop(); pendingState = States.Inactive; BokuGame.objectListDirty = true; } }
} // end of PreGameBase Activate() protected virtual void Deactivate() { CommandStack.Pop(commandMap); if (HelpOverlay.Peek() == "PreGame") { HelpOverlay.Pop(); } // If the pre-game has messed with the clock, restore it. Time.ClockRatio = 1.0f; } // end of PreGameBase Deactivate()
} // end of EditWorldParametersUpdateObj Activate() public override void Deactivate() { if (active) { HelpOverlay.Pop(); parent.CurrentUpdateMode = UpdateMode.EditWorldParameters; base.Deactivate(); } }
} // end of RoadTool Update() #endregion Public #region Internal protected override void SelectOverlay() { if (StretchGoing && rightTriggered) { HelpOverlay.Pop(); HelpOverlay.Push(@"RoadToolRightTrig"); } else { base.SelectOverlay(); } }
} // end of TweakObjectUpdateObj Activate() public override void Deactivate() { base.Deactivate(); ColorPalette.Active = false; RemoveAura(); // Force the camera back to not having an offset. shared.camera.SetDefaultHeightOffset(shared.CursorPosition, 0.5f); shared.editWayPoint.Clear(); HelpOverlay.Pop(); } // end of TweakObjectUpdateObj Deactivate()
} // end of Activate() public void Deactivate() { if (active) { active = false; HelpOverlay.Pop(); CommandStack.Pop(commandMap); if (onExit != null) { onExit(this); } } } // end of Deactivate()
public void Deactivate() { if (active) { grid.Active = false; // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Pop(commandMap); HelpOverlay.Pop(); InGame.inGame.RenderWorldAsThumbnail = false; active = false; } }
public void Deactivate() { if (active) { if (activeTool != null) { activeTool.Active = false; } // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Pop(commandMap); HelpOverlay.Pop(); active = false; } }
override public void Deactivate() { if (state != States.Inactive) { // Make sure VirutalKeyboard is also shut down. VirtualKeyboard.Deactivate(); // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Pop(commandMap); state = States.Inactive; HelpOverlay.Pop(); updateObj.Deactivate(); } }
} // end of PreGameRacingWithDesc Activate() protected override void Deactivate() { // Restart the game clock. //Time.Paused = false; Time.ClockRatio = 1.0f; texture1 = null; texture2 = null; texture3 = null; // We need to be sure this really needs popping. It may be off already. if (HelpOverlay.Peek() == @"PreGameDescription") { HelpOverlay.Pop(); } base.Deactivate(); } // end of PreGameRacingWithDesc Deactivate()
/// <summary> /// Override which overlay to be showing. /// </summary> protected override void SelectOverlay() { HelpOverlay.Pop(); string helpStart = HelpOverlayStartID == null ? HelpOverlayID : HelpOverlayStartID; string helpGoing = HelpOverlayGoingID == null ? HelpOverlayID : HelpOverlayGoingID; if (rightTriggered) { HelpOverlay.Push(@"LevelToolRightTrig"); } else if (StretchGoing) { HelpOverlay.Push(helpGoing); } else { HelpOverlay.Push(helpStart); } }
} // end of Activate public void Deactivate() { if (state != States.Inactive) { // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Pop(commandMap); state = States.Inactive; HelpOverlay.Pop(); // Turn off thumbnail rendering if needed. if (!prevRenderWorldAsThumbnail) { InGame.inGame.RenderWorldAsThumbnail = false; } Time.Paused = false; } }
} // end of Activate override public void Deactivate() { if (state != States.Inactive) { // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Pop(commandMap); state = States.Inactive; if (shared.examplesGrid != null) { shared.examplesGrid.Active = false; } InGame.inGame.RenderWorldAsThumbnail = false; HelpOverlay.Pop(); Instrumentation.StopTimer(timerInstrument); } }
protected void NavCard(int indexCard) { Debug.Assert(indexCard >= 0 && indexCard < listControls.Count); if (indexCard != this.indexActiveCard) { // Update help overlay. if (indexCard == 0) { // Moving to the handle. HelpOverlay.Pop(); // Decide which overlay to push... if (ReflexPanel.CutPasteBuffer == null) { HelpOverlay.Push("RowHandleEmptyPasteBuffer"); } else { HelpOverlay.Push("RowHandleFullPasteBuffer"); } } else if (indexActiveCard == 0 || indexActiveCard == -1) { // Moving away from the handle OR moving to a newly created row. HelpOverlay.Pop(); HelpOverlay.Push("Tile"); } // update card state IControl card; if (this.indexActiveCard >= 0 && this.indexActiveCard < listControls.Count) { card = listControls[this.indexActiveCard] as IControl; card.Hot = false; } this.indexActiveCard = indexCard; card = listControls[this.indexActiveCard] as IControl; card.Hot = true; } }
public override void Deactivate() { base.Deactivate(); if (state != States.Inactive && pendingState != States.Inactive) { pendingState = States.Inactive; this.composedObjectPending = null; BokuGame.objectListDirty = true; for (int i = 0; i < Count; ++i) { GroupData groupData = this[i] as GroupData; if (groupData != null) { UiSelector uiSelector = groupData.selectorGroup as UiSelector; if (uiSelector != null) { uiSelector.Deactivate(); } } } if (typePicker != null) { typePicker.OnGetType = holdOnGet; typePicker.OnSetType = holdOnSet; typePicker.OnPickType = holdOnPick; typePicker.Active = false; typePicker.Hidden = true; typePicker.UseAltOverlay = false; typePicker = null; } HelpOverlay.Pop(); } } // end of Deactivate()
override public void Deactivate() { if (state != States.Inactive && pendingState != States.Inactive) { // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Pop(commandMap); HelpOverlay.Pop(); shared.menu.Active = false; pendingState = States.Inactive; BokuGame.objectListDirty = true; InGame.inGame.RenderWorldAsThumbnail = false; Instrumentation.StopTimer(timerInstrument); Foley.StopMenuLoop(); Time.Paused = false; AuthUI.HideAllDialogs(); } }
} // end of RunSimUpdateObj c'tor /// <summary> /// RunSimUpdateObj Update() /// </summary> /// <param name="camera"></param> public override void Update() { base.Update(); parent.Camera.Update(); float secs = Time.WallClockFrameSeconds; ThoughtBalloonManager.Update(shared.camera); SaidStringManager.Update(); #if !NETFX_CORE MicrobitManager.Update(); #endif // Start with visible cursor. parent.cursor3D.Activate(); parent.cursor3D.Rep = Cursor3D.Visual.RunSim; parent.cursor3D.Hidden = false; // // Determine the correct camera mode. // // // The priorities used to determine the camera mode when the game is running are: // // 1) First person. This can be either via programming or because the user zoomed // into a bot the camera was following. // 2) Follow mode caused by bot(s) programmed with "follow" camera view. // 3) World tweak screen fixed camera or fixed offset camera. // 4) Follow mode caused by user controlled bot(s). // 5) Free camera. // // Start with a fake loop to break out of. while (true) { Terrain terrain = InGame.inGame.Terrain; // Just a shortcut. // // Always use edit mode when the game is paused except during victory on level with one of the fixed cameras // or when game is paused for a bot to speak (modal text display). // bool victoryActive = VictoryOverlay.ActiveGameOver || VictoryOverlay.ActiveWinner; bool speaking = InGame.inGame.shared.smallTextDisplay.Active || InGame.inGame.shared.scrollableTextDisplay.Active; if (Time.Paused && !((terrain.FixedCamera || terrain.FixedOffsetCamera) && victoryActive) && !speaking) { CameraInfo.Mode = CameraInfo.Modes.Edit; CameraInfo.CameraFocusGameActor = null; break; } // // 1) First person // if (CameraInfo.FirstPersonActive) { CameraInfo.Mode = CameraInfo.Modes.Actor; // We're following a single actor so update the FollowActor camera values. shared.camera.FollowCameraValid = false; // Turn off 3d cursor since we don't need it. parent.cursor3D.Deactivate(); if (parent.cursorClone != null) { parent.cursorClone.Deactivate(); parent.cursorClone = null; } break; } // // 2) Follow mode caused by bot(s) programmed with "follow" camera view. // if (CameraInfo.ProgrammedFollowList.Count > 0) { // Note that even though we looked at the count of bot programmed to // have the camera follow them, for this mode we want to keep all // deserving bots in camera. So, the rest of this section will use // the merged follow list instead of just the programmed follow list. SetUpCameraFollowMode(); break; } // // 3) World tweak fixed cameras. Note for fixed offset we have to let // the later modes do their stuff and then override the camera. // if (terrain.FixedCamera) { CameraInfo.Mode = CameraInfo.Modes.FixedTarget; CameraInfo.CameraFocusGameActor = null; // Turn off 3d cursor since we don't need it. parent.cursor3D.Deactivate(); if (parent.cursorClone != null) { parent.cursorClone.Deactivate(); parent.cursorClone = null; } break; } // // 4) Follow mode caused by user controlled bot(s). // if (CameraInfo.MergedFollowList.Count > 0) { SetUpCameraFollowMode(); break; } // // 5) Free! // // Not following an actor. CameraInfo.Mode = CameraInfo.Modes.Edit; CameraInfo.CameraFocusGameActor = null; // Turn on 3d cursor in case we previously disabled it. parent.cursor3D.Activate(); parent.CreateCursorClone(); parent.cursor3D.Hidden = false; // We have no camera restrictions, so keep track of what the user is doing. shared.camera.PlayValid = true; shared.camera.PlayCameraFrom = shared.camera.From; shared.camera.PlayCameraAt = shared.camera.At; shared.camera.FollowCameraValid = false; // Final break just to be sure the loop exits. break; } // // Now that we're done, we need to check again to see if // we should be in FixedOffsetMode. // if (!Time.Paused && InGame.inGame.Terrain.FixedOffsetCamera && !CameraInfo.FirstPersonActive) { CameraInfo.Mode = CameraInfo.Modes.FixedOffset; } // Zero out any offset while running. float t = Math.Min(Time.GameTimeFrameSeconds, 1.0f); shared.camera.HeightOffset = MyMath.Lerp(shared.camera.HeightOffset, 0.0f, t); // bool inputFocus = CommandStack.Peek() == commandMap; // Move the camera. switch (CameraInfo.Mode) { case CameraInfo.Modes.Edit: MoveCameraEditMode(inputFocus, false); break; case CameraInfo.Modes.Actor: MoveCameraActorMode(true, false); break; case CameraInfo.Modes.FixedTarget: MoveCameraFixedTargetMode(inputFocus); break; case CameraInfo.Modes.FixedOffset: MoveCameraFixedOffsetMode(inputFocus); break; case CameraInfo.Modes.MultiTarget: MoveCameraMultiTargetMode(inputFocus, false); break; } shared.camera.Update(); // Update terrain. parent.terrain.Update(shared.camera); // Update the list of objects using our local camera. for (int i = 0; i < updateList.Count; i++) { UpdateObject obj = (UpdateObject)updateList[i]; obj.Update(); } parent.UpdateObjects(); /// Pregame must update after parent.UpdateObjects, in case it /// decides to switchToMiniHub if (InGame.inGame.preGame != null) { InGame.inGame.preGame.Update(); } // Update the particle system. shared.particleSystemManager.Update(); DistortionManager.Update(); FirstPersonEffectMgr.Update(); // This must be done after all brains are updated. Scoreboard.Update(shared.camera); // Update the TextDisplays. Ignored if not active. shared.scrollableTextDisplay.Update(shared.camera); shared.smallTextDisplay.Update(shared.camera); VictoryOverlay.Update(); // Do the input processing after object update because there will be order of operation issue if we don't // // Check if we have input focus. Don't do any input // related update if we don't. if (inputFocus) { // Grab the current state of the gamepad. GamePadInput pad = GamePadInput.GetGamePad0(); // Switch to Mini-Hub? if (Actions.MiniHub.WasPressed) { Actions.MiniHub.ClearAllWasPressedState(); //parent.ResetSim(CurrentLevelFilename()); // Needed to make sure that deactivated objects are actually removed from // the list otherwise they may get saved along with the newly activated ones. //parent.Refresh(BokuGame.gameListManager.updateList, BokuGame.gameListManager.renderList); parent.SwitchToMiniHub(); return; } //handle swipe to return to edit for touch input if (GamePadInput.ActiveMode == GamePadInput.InputMode.Touch) { SwipeGestureRecognizer swipeGesture = TouchGestureManager.Get().SwipeGesture; if (swipeGesture.WasRecognized && swipeGesture.SwipeDirection == Directions.North) { #if NETFX_CORE float halfWidth = (float)BokuGame.bokuGame.Window.ClientBounds.Width * 0.5f; float height = (float)BokuGame.bokuGame.Window.ClientBounds.Height; #else float halfWidth = (float)XNAControl.Instance.ClientSize.Width * 0.5f; float height = (float)XNAControl.Instance.ClientSize.Height; #endif //center half of the screen width-wise float minX = halfWidth - (halfWidth * k_TouchExitAreaWidthPercent); float maxX = halfWidth + (halfWidth * k_TouchExitAreaWidthPercent); //bottom 20% height-wise float minY = height - (height * k_TouchExitAreaHeightPercent); Vector2 pos = swipeGesture.InitialPosition; if (pos.X >= minX && pos.X <= maxX && pos.Y >= minY) { // User did a swipe from the bottom of the screen, enter edit mode InGame.inGame.CurrentUpdateMode = UpdateMode.EditObject; InGame.inGame.CurrentUpdateMode = UpdateMode.TouchEdit; Foley.PlayPressStart(); return; } } // HACKHACK (****) Put in a tap recognizer since swipe seems to fail. { TapGestureRecognizer hackTapGesture = TouchGestureManager.Get().TapGesture; if (hackTapGesture.WasTapped()) { #if NETFX_CORE float halfWidth = (float)BokuGame.bokuGame.Window.ClientBounds.Width * 0.5f; float height = (float)BokuGame.bokuGame.Window.ClientBounds.Height; #else float halfWidth = (float)XNAControl.Instance.ClientSize.Width * 0.5f; float height = (float)XNAControl.Instance.ClientSize.Height; #endif //center area of the screen width-wise float minX = halfWidth - (halfWidth * 0.1f); float maxX = halfWidth + (halfWidth * 0.1f); //bottom 10% height-wise float minY = height - (height * 0.1f); Vector2 pos = hackTapGesture.Position; if (pos.X >= minX && pos.X <= maxX && pos.Y >= minY) { // User did a tap on the bottom of the screen, enter edit mode InGame.inGame.CurrentUpdateMode = UpdateMode.EditObject; InGame.inGame.CurrentUpdateMode = UpdateMode.TouchEdit; Foley.PlayPressStart(); return; } } } } bool gameOver = VictoryOverlay.GameOver; if (Time.Paused && !gameOver) { // We must be in user induced pause mode. if (Actions.Unpause.WasPressed) { Actions.Unpause.ClearAllWasPressedState(); Time.Paused = false; HelpOverlay.Pop(); } } else { if (gameOver) { // Game over man! Let the user restart if they want. if (Actions.Restart.WasPressed) { Actions.Restart.ClearAllWasPressedState(); InGame.inGame.ResetSim(preserveScores: false, removeCreatablesFromScene: true, keepPersistentScores: false); // Since we're going right back into RunSim mode we need to first inline. ApplyInlining(); } } // Open ToolMenu. if (Actions.ToolMenu.WasPressed) { Actions.ToolMenu.ClearAllWasPressedState(); parent.CurrentUpdateMode = UpdateMode.ToolMenu; Foley.PlayPressStart(); return; } // Pause? // We want to make pause hard to get into so it requires both triggers and both stickButtons to be pressed. if ((pad.LeftStickButton.IsPressed && pad.RightStickButton.IsPressed && pad.LeftTriggerButton.IsPressed && pad.RightTriggerButton.IsPressed) || Actions.Pause.WasPressed) { Actions.Pause.ClearAllWasPressedState(); if (!Time.Paused) { Time.Paused = true; HelpOverlay.Push("PauseGame"); GamePadInput.GetGamePad0().IgnoreLeftStickUntilZero(); GamePadInput.GetGamePad0().IgnoreRightStickUntilZero(); } } } } // Force the the HelpOverlay to be correct. if (!Time.Paused || VictoryOverlay.Active) { if (InGame.inGame.PreGame != null && InGame.inGame.PreGame.Active) { if (HelpOverlay.Depth() != 1 || HelpOverlay.Peek() != "RunSimulationPreGame") { HelpOverlay.Clear(); HelpOverlay.Push("RunSimulationPreGame"); } } else { if (HelpOverlay.Depth() != 1 || HelpOverlay.Peek() != "RunSimulation") { HelpOverlay.Clear(); HelpOverlay.Push("RunSimulation"); } } } else { // We're paused. if (HelpOverlay.Depth() != 2 || HelpOverlay.Peek(1) != "RunSimulation") { HelpOverlay.Clear(); HelpOverlay.Push("RunSimulation"); HelpOverlay.Push("PauseGame"); } } // When in run mode, allow the user to click on the "Press [esc] to edit" text as if it was a button. if (MouseInput.Left.WasPressed) { Point mousePos = MouseInput.Position; if (HelpOverlay.MouseHitBottomText(mousePos)) { // Switch to edit mode. InGame.inGame.CurrentUpdateMode = UpdateMode.EditObject; } } TapGestureRecognizer tapGesture = TouchGestureManager.Get().TapGesture; if (tapGesture.WasTapped()) { // JW - Until we have proper Touch help overlays, we are still using the mouse/keyboard // overlays. The mouse handling code for these depends on being able to 'absorb' pressed // info to hide it from later callers. Our touch stuff doesn't (and really shouldn't) // do this. So, we handle cases here based on what type of overlay is being displayed. if (HelpOverlay.Peek() == "RunSimulationPreGame") { // Tap during instructions: just begin game. InGame.inGame.PreGame.Active = false; } // Also test if running sim for tapping on "tap to edit" at bottom. if (HelpOverlay.Peek() == "RunSimulation") { Point pos = new Point((int)tapGesture.Position.X, (int)tapGesture.Position.Y); if (HelpOverlay.MouseHitBottomText(pos)) { // Switch to edit mode. InGame.inGame.CurrentUpdateMode = UpdateMode.EditObject; } } } } // end of RunSimUpdateObj Update()
} // end of PreGameRacingWithDesc c'tor public override void Update() { if (Active) { if (showingDescription) { // Waiting for A to be pressed. if (Actions.Select.WasPressed) { Actions.Select.ClearAllWasPressedState(); showingDescription = false; startTime = Time.WallClockTotalSeconds; HelpOverlay.Pop(); // Don't let current pressed state leak into game. GamePadInput.IgnoreUntilReleased(Buttons.A); } if (GamePadInput.ActiveMode == GamePadInput.InputMode.KeyboardMouse) { // Check if user click on bottom text. if (MouseInput.Left.WasPressed && HelpOverlay.MouseHitBottomText(MouseInput.Position)) { showingDescription = false; startTime = Time.WallClockTotalSeconds; HelpOverlay.Pop(); MouseInput.Left.ClearAllWasPressedState(); } } if (GamePadInput.ActiveMode == GamePadInput.InputMode.Touch) { // Check if user click on bottom text. if (TouchGestureManager.Get().TapGesture.WasTapped() && HelpOverlay.MouseHitBottomText(TouchInput.GetAsPoint(TouchInput.GetOldestTouch().position)) ) { showingDescription = false; startTime = Time.WallClockTotalSeconds; HelpOverlay.Pop(); } } } else { int oldPhase = phase; phase = (int)Math.Ceiling(startTime + duration - Time.WallClockTotalSeconds); if (oldPhase != phase) { if ((phase < cueNames.Length) && (phase >= 0)) { BokuGame.Audio.GetCue(cueNames[phase]).Play(); } } if (Time.WallClockTotalSeconds > startTime + duration) { // We're done. Active = false; } // Check if user click on bottom text. if (GamePadInput.ActiveMode == GamePadInput.InputMode.Touch) { // Check if user click on bottom text. if (TouchGestureManager.Get().TapGesture.WasTapped() && HelpOverlay.MouseHitBottomText(TouchInput.GetAsPoint(TouchInput.GetOldestTouch().position)) ) { Active = false; } } else if (MouseInput.Left.WasPressed && HelpOverlay.MouseHitBottomText(MouseInput.Position)) { Active = false; MouseInput.Left.ClearAllWasPressedState(); } } } base.Update(); } // end of PreGameRacingWithDesc Update()
public override void Update() { // Check for input focus. if (commandMap == CommandStack.Peek()) { GamePadInput pad = GamePadInput.GetGamePad0(); if (Actions.Select.WasPressed) { Actions.Select.ClearAllWasPressedState(3); parent.MoveReflex(null, null); } /* * // Replaced w/ auto blank line feature. * if(pad.ButtonY.WasPressed) * { * parent.InsertReflex(null, null); * * GamePadInput.ClearAllWasPressedState(3); * } */ // Cut. if (Actions.Cut.WasPressed) { Actions.Cut.ClearAllWasPressedState(3); reflexBlock.Init(this.parent.LineNumber - 1); reflexBlock.Cut(); } // Copy if (Actions.X.WasPressed) { Actions.X.ClearAllWasPressedState(); // Update the cut/paste buffer with the current ReflexData. reflexBlock.Init(this.parent.LineNumber - 1); reflexBlock.Copy(); HelpOverlay.Pop(); if (ReflexPanel.CutPasteBuffer == null) { HelpOverlay.Push("RowHandleEmptyPasteBuffer"); } else { HelpOverlay.Push("RowHandleFullPasteBuffer"); } } // Paste if (Actions.Paste.WasPressed) { Actions.Paste.ClearAllWasPressedState(3); reflexBlock.Init(this.parent.LineNumber - 1); reflexBlock.Paste(); } } // end of if we have input focus. // Ensure the reflex has the correct indent. //ReflexPanel curPanel = (ReflexPanel)parent.parent; //curPanel.AnimatePanelIndent(false); } // end of Update()
public override void Deactivate() { CommandStack.Pop(commandMap); HelpOverlay.Pop(); }