public override void LoadContent()
        {
            base.LoadContent();

            //			MusicVolumeMenuEntry = new vxSliderMenuEntry("music volume:", 30, 75, 40);
            //			SFXVolumeMenuEntry = new vxSliderMenuEntry("sfx volume:", 30, 75, 40);
            //            for (int i = 0; i < 11; i++)
            //            {
            //                MusicVolumeMenuEntry.ItemList.Add(i.ToString());
            //                SFXVolumeMenuEntry.ItemList.Add(i.ToString());
            //            }

            vxMenuEntry backMenuEntry = new vxMenuEntry(this, "back");

            //Accept and Cancel
            backMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(backMenuEntry_Selected);


            // Add entries to the menu.
            //            MenuEntries.Add(MusicVolumeMenuEntry);
            //            MenuEntries.Add(SFXVolumeMenuEntry);
            MenuEntries.Add(backMenuEntry);

//            //Set Music Volume Menu Entry
//            MusicVolumeMenuEntry.Index = 5;// (int)(10 * vxEngine.Profile.Settings.Double_MUSIC_Volume);
//            SFXVolumeMenuEntry.Index = 5;//(int)(10*vxEngine.Profile.Settings.Double_SFX_Volume);
        }
Ejemplo n.º 2
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        public override void LoadContent()
        {
            //dispDebug = ScreenManager.GameEngine.DisplayDebugInGame;

            displayDebugHUDMenuEntry  = new vxMenuEntry(this, "Display Debug Mesh: " + (false ? "Yes" : "No"));
            displayDebugRenderTargets = new vxMenuEntry(this, "Display Debug Render Targets: " + (false ? "Yes" : "No"));
            displayDebugInformation   = new vxMenuEntry(this, "Display FPS Info: " + (false ? "Yes" : "No"));

            //SetMenuEntryText();

            vxMenuEntry backMenuEntry = new vxMenuEntry(this, "Back");

            // Hook up menu event handlers.
            displayDebugHUDMenuEntry.Selected  += new System.EventHandler <PlayerIndexEventArgs>(displayDebugHUDMenuEntry_Selected);
            displayDebugRenderTargets.Selected += new System.EventHandler <PlayerIndexEventArgs>(displayDebugRenderTargets_Selected);
            displayDebugInformation.Selected   += new System.EventHandler <PlayerIndexEventArgs>(displayDebugInformation_Selected);
            //Accept and Cancel
            backMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(backMenuEntry_Selected);



            // Add entries to the menu.
                        #if VRTC_PLTFRM_DROID
            MenuEntries.Add(displayDebugHUDMenuEntry);
                        #endif
            //MenuEntries.Add(displayDebugRenderTargets);
            MenuEntries.Add(displayDebugInformation);
            MenuEntries.Add(backMenuEntry);

            SetMenuEntryText();

            base.LoadContent();
        }
        public override void LoadContent()
        {
            base.LoadContent();

            // Create our menu entries.
            vxMenuEntry playGameMenuEntry      = new vxMenuEntry(this, "Play");
            vxMenuEntry sandboxGameMenuEntry   = new vxMenuEntry(this, "Sandbox");
            vxMenuEntry modelViewGameMenuEntry = new vxMenuEntry(this, "Model Viewer");
            vxMenuEntry demoGameMenuEntry      = new vxMenuEntry(this, "Demo Screen");
            vxMenuEntry optionsMenuEntry       = new vxMenuEntry(this, "Options");
            vxMenuEntry exitMenuEntry          = new vxMenuEntry(this, "Exit");

            // Hook up menu event handlers.
            playGameMenuEntry.Selected      += PlayGameMenuEntrySelected;
            sandboxGameMenuEntry.Selected   += new System.EventHandler <PlayerIndexEventArgs>(sandboxGameMenuEntry_Selected);
            modelViewGameMenuEntry.Selected += new EventHandler <PlayerIndexEventArgs>(modelViewGameMenuEntry_Selected);
            demoGameMenuEntry.Selected      += new EventHandler <PlayerIndexEventArgs>(demoGameMenuEntry_Selected);
            optionsMenuEntry.Selected       += OptionsMenuEntrySelected;
            exitMenuEntry.Selected          += OnCancel;

            // Add entries to the menu.
            MenuEntries.Add(playGameMenuEntry);

            /*
             *          MenuEntries.Add(multiplayerMenuEntry);
             * MenuEntries.Add(sandboxGameMenuEntry);
             * MenuEntries.Add(modelViewGameMenuEntry);
             * MenuEntries.Add(demoGameMenuEntry);
             */
            MenuEntries.Add(optionsMenuEntry);
            MenuEntries.Add(exitMenuEntry);
        }
Ejemplo n.º 4
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        /// <summary>
        /// The Draw Method for the Menu Screen Art Provider. If you want to customize the draw call, then create an inherited class
        /// of this one and override this draw call.
        /// </summary>
        /// <param name="guiItem"></param>
        public virtual void Draw(object guiItem)
        {
            //First Cast the GUI Item to be a Menu Entry
            vxMenuEntry menuEntry = (vxMenuEntry)guiItem;

            //Update Rectangle
            menuEntry.BoundingRectangle = new Rectangle(
                (int)(menuEntry.Position.X - Padding.X / 2),
                (int)(menuEntry.Position.Y - Padding.Y / 2),
                (int)(menuEntry.Font.MeasureString(menuEntry.Text).X + 2 * Padding.X),
                (int)(menuEntry.Font.MeasureString(menuEntry.Text).Y + 2 * Padding.Y));

            //Set Opacity from Parent Screen Transition Alpha
            menuEntry.Opacity = menuEntry.ParentScreen.TransitionAlpha;

            //Do a last second null check.
            if (menuEntry.Texture == null)
            {
                menuEntry.Texture = vxEngine.Assets.Textures.Blank;
            }

            //Draw Button
            if (DrawBackgroungImage)
            {
                vxEngine.SpriteBatch.Draw(BackgroundImage, menuEntry.BoundingRectangle, menuEntry.Colour * menuEntry.Opacity);
            }


            vxEngine.SpriteBatch.DrawString(
                menuEntry.Font,
                menuEntry.Text,
                menuEntry.Position + Padding / 2,
                (menuEntry.HasFocus ? TextHoverColour : TextColour) * menuEntry.Opacity);
        }
        /// <summary>
        /// Constructor.
        /// </summary>
        public OptionsMenuScreen()
            : base("Options")
        {
            // Create our menu entries.
            ungulateMenuEntry   = new vxMenuEntry(this, string.Empty);
            languageMenuEntry   = new vxMenuEntry(this, string.Empty);
            frobnicateMenuEntry = new vxMenuEntry(this, string.Empty);
            elfMenuEntry        = new vxMenuEntry(this, string.Empty);

            SetMenuEntryText();

            vxMenuEntry back = new vxMenuEntry(this, "Back");

            // Hook up menu event handlers.
            ungulateMenuEntry.Selected   += UngulateMenuEntrySelected;
            languageMenuEntry.Selected   += LanguageMenuEntrySelected;
            frobnicateMenuEntry.Selected += FrobnicateMenuEntrySelected;
            elfMenuEntry.Selected        += ElfMenuEntrySelected;
            back.Selected += OnCancel;

            // Add entries to the menu.
            MenuEntries.Add(ungulateMenuEntry);
            MenuEntries.Add(languageMenuEntry);
            MenuEntries.Add(frobnicateMenuEntry);
            MenuEntries.Add(elfMenuEntry);
            MenuEntries.Add(back);
        }
        public override void LoadContent()
        {
            base.LoadContent();

            var keyboardMenuEntry = new vxMenuEntry(this, "Keyboard Settings");
            var gamepadMenuEntry  = new vxMenuEntry(this, "Gamepad Settings");
            var mouseMenuEntry    = new vxMenuEntry(this, "Mouse Settings");

            var backMenuEntry = new vxMenuEntry(this, "back");

            //Accept and Cancel
            keyboardMenuEntry.Selected += delegate {
                vxEngine.AddScreen(new vxKeyboardSettingsDialog(), PlayerIndex.One);
            };
            backMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(backMenuEntry_Selected);


            // Add entries to the menu.
            MenuEntries.Add(keyboardMenuEntry);
            MenuEntries.Add(gamepadMenuEntry);
            MenuEntries.Add(mouseMenuEntry);
            MenuEntries.Add(backMenuEntry);

            //Set Invert
            //if (vxEngine.Profile.Settings.Int_Mouse_Inverted == 1)
            //    MouseInvertedMenuEntry.Index = 0;
            //else
            //MouseInvertedMenuEntry.Index = 1;
        }
Ejemplo n.º 7
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        /// <summary>
        /// Updates the Position of all Menu Entries. For custom layout, override this method.
        /// </summary>
        protected virtual void UpdateMenuEntryLocations()
        {
            // Make the menu slide into place during transitions, using a
            // power curve to make things look more interesting (this makes
            // the movement slow down as it nears the end).
            float transitionOffset = (float)Math.Pow(MenuScreen.TransitionPosition, 2);

            //Set the Top Menu Start Position
            position = menuStartPosition;

            // update each menu entry's location in turn
            for (int i = 0; i < MenuScreen.MenuEntries.Count; i++)
            {
                vxMenuEntry vxMenuEntry = MenuScreen.MenuEntries[i];
                NextMenuItemOffset = new Vector2(0, vxMenuEntry.Height + Margin.Y);

                //Set Menu Item Location
                if (TextJustification == Virtex.Lib.Vrtc.GUI.TextJustification.Left)
                {
                    position.X = menuStartPosition.X;// -vxMenuEntry.Width / 2;
                }
                else if (TextJustification == Virtex.Lib.Vrtc.GUI.TextJustification.Center)
                {
                    position.X = menuStartPosition.X - vxMenuEntry.Width / 2;
                }
                else if (TextJustification == Virtex.Lib.Vrtc.GUI.TextJustification.Right)
                {
                    position.X = menuStartPosition.X - vxMenuEntry.Width;
                }


                if (MenuScreen.ScreenState == ScreenState.TransitionOn)
                {
                    position.X -= transitionOffset * 256;
                }
                else
                {
                    position.X += transitionOffset * 512;
                }

                // set the entry's position
                vxMenuEntry.Position = position;

                // move down for the next entry the size of this entry
                position += NextMenuItemOffset;


                this.vxEngine.InputManager.ShowCursor = true;
            }
        }
        /// <summary>
        /// Draws the menu.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            SpriteBatch spriteBatch = vxEngine.SpriteBatch;

            spriteBatch.Begin();

            this.ArtProvider.Draw(this);

            // Draw each menu entry in turn.
            for (int i = 0; i < menuEntries.Count; i++)
            {
                vxMenuEntry vxMenuEntry = menuEntries[i];
                vxMenuEntry.Draw(vxEngine);
            }


            spriteBatch.End();
        }
Ejemplo n.º 9
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        public override void LoadContent()
        {
            base.LoadContent();

            this.MenuTitle = LanguagePack.Get(vxLocalization.Main_Settings);

            // Create our menu entries.
            vxMenuEntry ControlsMenuEntry        = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Settings_Controls));
            vxMenuEntry LocalizationMenuEntry    = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Settings_Localization));
            vxMenuEntry GraphicsMenuEntry        = new vxMenuEntry(this, vxEngine.Language.Get(vxLocalization.Settings_Graphics));
            vxMenuEntry AudioMenuEntry           = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Settings_Audio));
            vxMenuEntry displayDebugHUDMenuEntry = new vxMenuEntry(this, "Debug");

            vxMenuEntry cancelMenuEntry = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Misc_Back));

            // Hook up menu event handlers.
            ControlsMenuEntry.Selected        += new System.EventHandler <PlayerIndexEventArgs>(ControlsMenuEntry_Selected);
            GraphicsMenuEntry.Selected        += new System.EventHandler <PlayerIndexEventArgs>(GraphicsMenuEntry_Selected);
            LocalizationMenuEntry.Selected    += LocalizationMenuEntry_Selected;
            AudioMenuEntry.Selected           += new System.EventHandler <PlayerIndexEventArgs>(AudioMenuEntry_Selected);
            displayDebugHUDMenuEntry.Selected += DisplayDebugHUDMenuEntry_Selected;
            //Back
            cancelMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(cancelMenuEntry_Selected);



            // Add entries to the menu.
            MenuEntries.Add(ControlsMenuEntry);
            MenuEntries.Add(LocalizationMenuEntry);
                        #if !VRTC_PLTFRM_DROID
            MenuEntries.Add(GraphicsMenuEntry);
                        #endif

            MenuEntries.Add(AudioMenuEntry);

#if DEBUG || VRTC_PLTFRM_DROID
            MenuEntries.Add(displayDebugHUDMenuEntry);
#endif

            MenuEntries.Add(cancelMenuEntry);
        }
        public override void LoadContent()
        {
            base.LoadContent();
            // Create our menu entries.
            vxMenuEntry introLevelMenuEntry = new vxMenuEntry(this, "Intro Level");
            vxMenuEntry spoznzaMenuEntry    = new vxMenuEntry(this, "Sponza Sandbox Level");
            vxMenuEntry fpsMenuEntry        = new vxMenuEntry(this, "First Person Level");
            vxMenuEntry exitMenuEntry       = new vxMenuEntry(this, "Back");

            // Hook up menu event handlers.
            introLevelMenuEntry.Selected += introLevelMenuEntrySelected;
            spoznzaMenuEntry.Selected    += spoznzaMenuEntrySelected;
            fpsMenuEntry.Selected        += fpsMenuEntrySelected;
            exitMenuEntry.Selected       += OnCancel;

            // Add entries to the menu.
            MenuEntries.Add(introLevelMenuEntry);
            MenuEntries.Add(spoznzaMenuEntry);
            MenuEntries.Add(fpsMenuEntry);
            MenuEntries.Add(exitMenuEntry);
        }
Ejemplo n.º 11
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        public override void LoadContent()
        {
            base.LoadContent();

            this.MenuTitle = LanguagePack.Get(vxLocalization.Pause);

            // Create our menu entries.
            vxMenuEntry resumeGameMenuEntry = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Pause_Resume));
            vxMenuEntry MenuEntry_Graphics  = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Main_Settings));
            vxMenuEntry quitGameMenuEntry   = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Main_Exit));

            // Hook up menu event handlers.
            resumeGameMenuEntry.Selected += OnCancel;
            MenuEntry_Graphics.Selected  += new System.EventHandler <PlayerIndexEventArgs>(MenuEntry_Graphics_Selected);
            quitGameMenuEntry.Selected   += QuitGameMenuEntrySelected;

            // Add entries to the menu.
            MenuEntries.Add(resumeGameMenuEntry);
                        #if !VRTC_PLTFRM_DROID
            MenuEntries.Add(MenuEntry_Graphics);
                        #endif
            MenuEntries.Add(quitGameMenuEntry);
        }