Example #1
0
        /// <summary>
        /// Handle MenuSelect inputs by marking ourselves as ready.
        /// </summary>
        void HandleMenuSelect(LocalNetworkGamer gamer)
        {
            if (!gamer.IsReady)
            {
                gamer.IsReady = true;
            }
            else if (gamer.IsHost)
            {
                // The host has an option to force starting the game, even if not
                // everyone has marked themselves ready. If they press select twice
                // in a row, the first time marks the host ready, then the second
                // time we ask if they want to force start.
                MessageBoxScreen messageBox = new MessageBoxScreen(
                                                    Resources.ConfirmForceStartGame);

                messageBox.Accepted += ConfirmStartGameMessageBoxAccepted;

                ScreenManager.AddScreen(messageBox, gamer.SignedInGamer.PlayerIndex);
            }
        }
        /// <summary>
        /// Event handler for when the asynchronous find network sessions
        /// operation has completed.
        /// </summary>
        void FindSessionsOperationCompleted(object sender,
                                            OperationCompletedEventArgs e)
        {
            GameScreen nextScreen;

            try
            {
                // End the asynchronous find network sessions operation.
                AvailableNetworkSessionCollection availableSessions =
                                                NetworkSession.EndFind(e.AsyncResult);

                if (availableSessions.Count == 0)
                {
                    // If we didn't find any sessions, display an error.
                    availableSessions.Dispose();

                    nextScreen = new MessageBoxScreen(Resources.NoSessionsFound, false);
                }
                else
                {
                    // If we did find some sessions, proceed to the JoinSessionScreen.
                    nextScreen = new JoinSessionScreen(availableSessions);
                }
            }
            catch (Exception exception)
            {
                nextScreen = new NetworkErrorScreen(exception);
            }

            ScreenManager.AddScreen(nextScreen, ControllingPlayer);
        }
        /// <summary>
        /// Event handler for when the Quit Game menu entry is selected.
        /// </summary>
        void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            MessageBoxScreen confirmQuitMessageBox =
                                    new MessageBoxScreen(Resources.ConfirmQuitGame);

            confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer);
        }
        /// <summary>
        /// Internal method for leaving the network session. This disposes the 
        /// session, removes the NetworkSessionComponent, and returns the user
        /// to the main menu screen.
        /// </summary>
        void LeaveSession()
        {
            // Destroy this NetworkSessionComponent.
            Dispose();

            // If we have a sessionEndMessage string explaining why the session has
            // ended (maybe this was a network disconnect, or perhaps the host kicked
            // us out?) create a message box to display this reason to the user.
            MessageBoxScreen messageBox;

            if (!string.IsNullOrEmpty(sessionEndMessage))
                messageBox = new MessageBoxScreen(sessionEndMessage, false);
            else
                messageBox = null;

            // At this point we want to return the user all the way to the main
            // menu screen. But what if they just joined a session? In that case
            // they went through this flow of screens:
            //
            //  - MainMenuScreen
            //  - CreateOrFindSessionsScreen
            //  - JoinSessionScreen (if joining, skipped if creating a new session)
            //  - LobbyScreeen
            //
            // If we have these previous screens on the history stack, and the user
            // backs out of the LobbyScreen, the right thing is just to pop off the
            // intermediate screens, returning them to the existing MainMenuScreen
            // instance without bothering to reload everything. But if the user is
            // in gameplay, or has been in gameplay and then returned to the lobby,
            // the screen stack will have been emptied.
            //
            // To do the right thing in both cases, we scan through the screen history
            // stack looking for a MainMenuScreen. If we find one, we pop any
            // subsequent screens so as to return back to it, while if we don't
            // find it, we just reset everything via the LoadingScreen.

            GameScreen[] screens = screenManager.GetScreens();

            // Look for the MainMenuScreen.
            for (int i = 0; i < screens.Length; i++)
            {
                if (screens[i] is MainMenuScreen)
                {
                    // If we found one, pop everything since then to return back to it.
                    for (int j = i + 1; j < screens.Length; j++)
                        screens[j].ExitScreen();

                    // Display the why-did-the-session-end message box.
                    if (messageBox != null)
                        screenManager.AddScreen(messageBox, null);

                    return;
                }
            }

            // If we didn't find an existing MainMenuScreen, reload everything.
            // The why-did-the-session-end message box will be displayed after
            // the loading screen has completed.
            LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(),
                                                           new MainMenuScreen(screenManager.Game as ParentGame),
                                                           messageBox);
        }
        /// <summary>
        /// Public method called when the user wants to leave the network session.
        /// Displays a confirmation message box, then disposes the session, removes
        /// the NetworkSessionComponent, and returns them to the main menu screen.
        /// </summary>
        public static void LeaveSession(ScreenManager screenManager,
                                        PlayerIndex playerIndex)
        {
            NetworkSessionComponent self = FindSessionComponent(screenManager.Game);

            if (self != null)
            {
                // Display a message box to confirm the user really wants to leave.
                string message;

                if (self.networkSession.IsHost)
                    message = Resources.ConfirmEndSession;
                else
                    message = Resources.ConfirmLeaveSession;

                MessageBoxScreen confirmMessageBox = new MessageBoxScreen(message);

                // Hook the messge box ok event to actually leave the session.
                confirmMessageBox.Accepted += delegate
                {
                    self.LeaveSession();
                };

                screenManager.AddScreen(confirmMessageBox, playerIndex);
            }
        }
        /// <summary>
        /// LIVE networking is not supported in trial mode. Rather than just giving
        /// the user an error, this function asks if they want to purchase the full
        /// game, then takes them to Marketplace where they can do that. Once the
        /// Guide is active, the user can either make the purchase, or cancel it.
        /// When the Guide closes, ProfileSignInScreen.Update will notice that
        /// Guide.IsVisible has gone back to false, at which point it will check if
        /// the game is still in trial mode, and either exit the screen or proceed
        /// forward accordingly.
        /// </summary>
        void ShowMarketplace()
        {
            MessageBoxScreen confirmMarketplaceMessageBox =
                                    new MessageBoxScreen(Resources.ConfirmMarketplace);

            confirmMarketplaceMessageBox.Accepted += delegate
            {
                Guide.ShowMarketplace(ControllingPlayer.Value);
            };

            ScreenManager.AddScreen(confirmMarketplaceMessageBox, ControllingPlayer);
        }
        /// <summary>
        /// When the user cancels the main menu, ask if they want to exit the sample.
        /// </summary>
        protected override void OnCancel(PlayerIndex playerIndex)
        {
            MessageBoxScreen confirmExitMessageBox =
                                    new MessageBoxScreen(Resources.ConfirmExitSample);

            confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmExitMessageBox, playerIndex);

            ScreenManager.menu_change.Play();
        }