/// <summary> /// ListView class constructor. /// </summary> /// <param name="elements">The number of visible elements in ListView.</param> /// <param name="position">The top-left corner of the ListView.</param> /// <param name="width">The ListView's width.</param> /// <param name="height">The ListView's height.</param> /// <param name="screen">Reference to the screen on which the ListView exists.</param> public ListView(int elements, Point position, int width, int height, GameScreen screen) : base(position, width, height, screen) { // up button initialization up = new Button(new Point(base.Position.X + 10 + base.width, position.Y), 50, 50, base.screen); this.elements = elements; //listview button height int buttonHeight = base.height / elements; //down button initialization down = new Button(new Point(base.Position.X + 10 + base.width, position.Y + buttonHeight * (elements - 1)), 50, 50, base.screen); //arrow button callbacks up.RegisterCallback(Up_OnClick); down.RegisterCallback(Down_OnClick); //minimum threshold check for listview buttons height if (buttonHeight < 21) { buttonHeight = 21; } //initialize listview buttons for (int i = 0; i < elements; i++) { Buttons.Add(new Button(new Point(base.position.X, base.position.Y + (i * buttonHeight)), base.width, buttonHeight, base.screen)); } }
/// <summary> /// ListView class constructor. /// </summary> /// <param name="position">The top-left corner of the Selector.</param> /// <param name="width">The Selector's width.</param> /// <param name="height">The Selector's height.</param> /// <param name="screen">Reference to the screen on which the Selector exists.</param> public Selector(Point position, int width, int height, GameScreen screen) : base(position, width, height, screen) { // left button initialization left = new Button(new Point(base.Position.X - 50, position.Y + (height/2) - 25), 50, 50, base.screen); //right button initialization right = new Button(new Point(base.Position.X + width, position.Y + (height / 2) - 25), 50, 50, base.screen); //arrow button callbacks left.RegisterCallback(Left_OnClick); right.RegisterCallback(Right_OnClick); }
public override void Activate( bool instancePreserved ) { if ( !instancePreserved ) { ContentManager content = ScreenManager.Game.Content; titleFont = content.Load<SpriteFont>( "Fonts/PageTitle" ); labelFont = content.Load<SpriteFont>( "Fonts/GUIFontBold" ); // Set up the Buttons Texture2D buttonTex = content.Load<Texture2D>( "UITextures/GUIButton" ); SpriteFont buttonFont = content.Load<SpriteFont>( "Fonts/GUIFont" ); // Back Button backButton = new Button( BACK_BUTTON_POS, BACK_BUTTON_WIDTH, BACK_BUTTON_HEIGHT, this ); backButton.Texture = buttonTex; backButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); backButton.Text = "Back"; backButton.RegisterCallback( backButton_OnClick ); // Music Selector musicSel = new Selector( MUSIC_SEL_POS, MUSIC_SEL_WIDTH, MUSIC_SEL_HEIGHT, this ); musicSel.ArrowTexture = content.Load<Texture2D>( "UITextures/ArrowLeft" ); musicSel.Font = labelFont; musicSel.AddElement( "On" ); musicSel.AddElement( "Off" ); musicSel.TextColour = Color.White; if ( MediaPlayer.IsMuted ) { musicSel.SelectedIndex = 1; } musicSel.RegisterCallback( musicSel_OnSelectionChanged ); } }
public override void Activate( bool instancePreserved ) { if ( !instancePreserved ) { ContentManager content = ScreenManager.Game.Content; titleFont = content.Load<SpriteFont>( "Fonts/PageTitle" ); labelFont = content.Load<SpriteFont>( "Fonts/GUIFontBold" ); // Set up the Buttons Texture2D buttonTex = content.Load<Texture2D>( "UITextures/GUIButton" ); SpriteFont buttonFont = content.Load<SpriteFont>( "Fonts/GUIFont" ); // Back Button backButton = new Button( BACK_BUTTON_POS, BACK_BUTTON_WIDTH, BACK_BUTTON_HEIGHT, this ); backButton.Texture = buttonTex; backButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); backButton.Text = "Back"; backButton.RegisterCallback( backButton_OnClick ); // Create Button createButton = new Button( CREATE_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); createButton.Texture = buttonTex; createButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); createButton.Text = "Create Lobby"; createButton.RegisterCallback( createButton_OnClick ); // Match Duration Selector matchDurSel = new Selector( MATCH_DUR_SEL_POS, SEL_WIDTH, SEL_HEIGHT, this ); matchDurSel.ArrowTexture = content.Load<Texture2D>( "UITextures/ArrowLeft" ); matchDurSel.Font = labelFont; matchDurSel.TextColour = Color.White; matchDurSel.AddElement( "5" ); matchDurSel.AddElement( "10" ); matchDurSel.AddElement( "15" ); matchDurSel.AddElement( "20" ); matchDurSel.AddElement( "30" ); matchDurSel.SelectedIndex = 2; // NumPlayers Selector numPlayersSel = new Selector( NUMPLAYERS_SEL_POS, SEL_WIDTH, SEL_HEIGHT, this ); numPlayersSel.ArrowTexture = content.Load<Texture2D>( "UITextures/ArrowLeft" ); numPlayersSel.Font = labelFont; numPlayersSel.TextColour = Color.White; numPlayersSel.AddElement( "1" ); numPlayersSel.AddElement( "2" ); numPlayersSel.AddElement( "4" ); numPlayersSel.AddElement( "6" ); numPlayersSel.AddElement( "8" ); numPlayersSel.SelectedIndex = 2; } }
/// <summary> /// Loads graphics content for this screen. This uses the shared ContentManager /// provided by the Game class, so the content will remain loaded forever. /// Whenever a subsequent MessageBoxScreen tries to load this same content, /// it will just get back another reference to the already loaded data. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { ContentManager content = ScreenManager.Game.Content; viewport = ScreenManager.GraphicsDevice.Viewport; viewportSize = new Vector2(viewport.Width, viewport.Height); font = content.Load<SpriteFont>("Fonts/GUIFont"); textSize = font.MeasureString("Upgrades"); textPosition = ((viewportSize - textSize) / 2) - new Vector2(0,250); typeTextOrigin = font.MeasureString("HEALTH")/2; upg1 = new Button(UPG1_BUTTON_POS, UPG_BUTTON_WIDTH, UPG_BUTTON_HEIGHT, this); upg2 = new Button(UPG2_BUTTON_POS, UPG_BUTTON_WIDTH, UPG_BUTTON_HEIGHT, this); upg3 = new Button(UPG3_BUTTON_POS, UPG_BUTTON_WIDTH, UPG_BUTTON_HEIGHT, this); upg4 = new Button(UPG4_BUTTON_POS, UPG_BUTTON_WIDTH, UPG_BUTTON_HEIGHT, this); upg5 = new Button(UPG5_BUTTON_POS, UPG_BUTTON_WIDTH, UPG_BUTTON_HEIGHT, this); upg6 = new Button(UPG6_BUTTON_POS, UPG_BUTTON_WIDTH, UPG_BUTTON_HEIGHT, this); accept = new Button(ACCEPT_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this); cancel = new Button(CANCEL_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this); accept.Text = "Return"; cancel.Text = "No"; upg1.Text = " "; backgroundTexture = content.Load<Texture2D>("UITextures/upgradebg"); upg1.Texture = content.Load<Texture2D>("UITextures/healthbutton"); upg2.Texture = content.Load<Texture2D>("UITextures/focusbutton"); upg3.Texture = content.Load<Texture2D>("UITextures/dmgbutton"); upg4.Texture = content.Load<Texture2D>("UITextures/GUIButton"); upg5.Texture = content.Load<Texture2D>("UITextures/GUIButton"); upg6.Texture = content.Load<Texture2D>("UITextures/GUIButton"); accept.Texture = content.Load<Texture2D>("UITextures/GUIButton"); cancel.Texture = content.Load<Texture2D>("UITextures/GUIButton"); accept.SetFont(font, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR); cancel.SetFont(font, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR); accept.RegisterCallback(acceptButton_OnClick); cancel.RegisterCallback(cancelButton_OnClick); upg1.RegisterCallback(upg1_OnClick); upg2.RegisterCallback(upg2_OnClick); upg3.RegisterCallback(upg3_OnClick); } }
public override void Activate( bool instancePreserved ) { if ( !instancePreserved ) { ContentManager content = ScreenManager.Game.Content; // Set up the title titleFont = content.Load<SpriteFont>( "Fonts/PageTitle" ); // Set up the Buttons Texture2D buttonTex = content.Load<Texture2D>( "UITextures/GUIButton" ); SpriteFont buttonFont = content.Load<SpriteFont>( "Fonts/GUIFont" ); // Back Button backButton = new Button( BACK_BUTTON_POS, BACK_BUTTON_WIDTH, BACK_BUTTON_HEIGHT, this ); backButton.Texture = buttonTex; backButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); backButton.Text = "Back"; backButton.RegisterCallback( backButton_OnClick ); // Refresh Lobbies List button refreshButton = new Button( REFRESH_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); refreshButton.Texture = buttonTex; refreshButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); refreshButton.Text = "Refresh List"; refreshButton.RegisterCallback( refreshButton_OnClick ); // Join Selected Lobby Button joinButton = new Button( JOIN_LOBBY_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); joinButton.Texture = buttonTex; joinButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); joinButton.Text = "Join Selected Lobby"; joinButton.RegisterCallback( joinButton_OnClick ); joinButton.Active = false; // New Lobby Button newLobbyButton = new Button( NEW_LOBBY_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); newLobbyButton.Texture = buttonTex; newLobbyButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); newLobbyButton.Text = "Create New Lobby"; newLobbyButton.RegisterCallback( newButton_OnClick ); // Set up lobby list lobbyData = new List<LobbyData>(); lobbies = new ListView( 8, LOBBY_LIST_POS, LOBBY_LIST_WIDTH, LOBBY_LIST_HEIGHT, this ); lobbies.Font = content.Load<SpriteFont>( "Fonts/GUIFontBold" ); ; lobbies.Texture = content.Load<Texture2D>( "UITextures/ListViewItemTex" ); lobbies.ArrowTexture = content.Load<Texture2D>( "UITextures/ArrowUp" ); lobbies.ItemTextColour = LOBBY_LIST_ITEM_COLOUR; // Open the network connection GameManager.Instance.Client.Start(); if ( string.IsNullOrEmpty( GameSettings.SERVER_URL ) ) { //GameManager.Instance.Client.DiscoverLocalPeers( GameSettings.SERVER_PORT_NUM ); string s = System.IO.File.ReadAllText( "Content/host.txt" ); GameManager.Instance.Client.Connect( s, GameSettings.SERVER_PORT_NUM ); //Console.WriteLine( s ); } else { GameManager.Instance.Client.Connect( GameSettings.SERVER_URL, GameSettings.SERVER_PORT_NUM ); } GameManager.Instance.RegisterForPackets( this ); } }
public override void Activate( bool instancePreserved ) { if ( !instancePreserved ) { ContentManager content = ScreenManager.Game.Content; titleFont = content.Load<SpriteFont>( "Fonts/PageTitle" ); priestImage = content.Load<Texture2D>("Images/priestselect"); fireWizardImage = content.Load<Texture2D>("Images/wizselect"); beastMistressImage = content.Load<Texture2D>("Images/bmselect"); windLasherImage = content.Load<Texture2D>("Images/windselect"); // Set up the Buttons Texture2D buttonTex = content.Load<Texture2D>( "UITextures/GUIButton" ); SpriteFont buttonFont = content.Load<SpriteFont>( "Fonts/GUIFont" ); // Back Button backButton = new Button( BACK_BUTTON_POS, BACK_BUTTON_WIDTH, BACK_BUTTON_HEIGHT, this ); backButton.Texture = buttonTex; backButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); backButton.Text = "Back"; backButton.RegisterCallback( backButton_OnClick ); // Priest Selection Button priestButton = new Button(PRIEST_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this); priestButton.Texture = buttonTex; priestButton.SetFont(buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR); priestButton.Text = "Priest"; priestButton.RegisterCallback(priestButton_OnClick); // Fire Wizard Selection Button fireButton = new Button(FIRE_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this); fireButton.Texture = buttonTex; fireButton.SetFont(buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR); fireButton.Text = "Fire Wizard"; fireButton.RegisterCallback(fireButton_OnClick); // Beast Mistress Selection Button bmButton = new Button(BM_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this); bmButton.Texture = buttonTex; bmButton.SetFont(buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR); bmButton.Text = "Beast Mistress"; bmButton.RegisterCallback(bmButton_OnClick); // WindLasher Selection Button windButton = new Button(WIND_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this); windButton.Texture = buttonTex; windButton.SetFont(buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR); windButton.Text = "WindLasher"; windButton.RegisterCallback(windButton_OnClick); } }
/// <summary> /// Screen initialization. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. Thread.Sleep(200); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); // Load Controls Texture2D buttonTex = content.Load<Texture2D>( "ControlStuff/TestBtn" ); SpriteFont buttonFont = content.Load<SpriteFont>( "ControlStuff/btnText" ); testBtn1 = new Button( new Point( 50, 50 ), 100, 100, this ); testBtn1.Texture = buttonTex; testBtn1.SetFont( buttonFont, Color.Black, Color.Red, Color.Yellow, Color.LightGray ); testBtn1.Text = "TestBtn1"; testBtn1.RegisterCallback( testBtn1_OnClick ); testBtn2 = new Button( new Point( 200, 50 ), 150, 75, this ); testBtn2.Texture = buttonTex; testBtn2.Text = "Button 2"; testBtn2.SetFont( buttonFont, Color.Black, Color.Red, Color.Yellow, Color.LightGray ); testBtn2.RegisterCallback( testBtn2_OnClick ); testlistView = new ListView(4, new Point(400, 75), 150, 200, this); testlistView.Texture = buttonTex; testlistView.Font = buttonFont; testlistView.ArrowTexture = buttonTex; testlistView.ArrowFont = buttonFont; testlistView.AddElement("A"); testlistView.AddElement("B"); testlistView.AddElement("C"); testlistView.AddElement("D"); testlistView.AddElement("E"); testlistView.AddElement("F"); testlistView.AddElement("G"); testlistView.AddElement("H"); testlistView.AddElement("A"); testlistView.RemoveElement("A"); testlistView.RemoveElement("G"); testlistView.Clear(); testlistView.AddElement("A"); testlistView.AddElement("B"); testlistView.AddElement("C"); testlistView.AddElement("D"); testlistView.AddElement("E"); testlistView.AddElement("F"); testlistView.AddElement("G"); testlistView.AddElement("H"); testlistView.AddElement("A"); testSelector = new Selector(new Point(50, 300), 150, 200, this); testSelector.Font = buttonFont; testSelector.ArrowTexture = buttonTex; testSelector.ArrowFont = buttonFont; testSelector.AddElement("A"); testSelector.AddElement("B"); testSelector.AddElement("C"); testSelector.AddElement("D"); testSelector.AddElement("E"); testSelector.AddElement("F"); testSelector.AddElement("G"); testSelector.AddElement("H"); testSelector.AddElement("A"); testSelector.RemoveElement("A"); testSelector.RemoveElement("G"); testSelector.Clear(); testSelector.AddElement("A"); testSelector.AddElement("B"); testSelector.AddElement("C"); testSelector.AddElement("D"); testSelector.AddElement("E"); testSelector.AddElement("F"); testSelector.AddElement("G"); testSelector.AddElement("H"); testSelector.AddElement("Asds"); } }
public override void Activate( bool instancePreserved ) { if ( !instancePreserved ) { ContentManager content = ScreenManager.Game.Content; banner = content.Load<Texture2D>( "Images/wizlogo3" ); // Set up the Buttons Texture2D buttonTex = content.Load<Texture2D>( "UITextures/GUIButton" ); SpriteFont buttonFont = content.Load<SpriteFont>( "Fonts/GUIFont" ); // Single Player Button spButton = new Button( SP_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); spButton.Texture = buttonTex; spButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); spButton.Text = "Single Player"; spButton.RegisterCallback( spButton_OnClick ); // Multiplayer Button mpButton = new Button( MP_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); mpButton.Texture = buttonTex; mpButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); mpButton.Text = "Multiplayer"; mpButton.RegisterCallback( mpButton_OnClick ); // Options Button optionsButton = new Button( OPT_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); optionsButton.Texture = buttonTex; optionsButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); optionsButton.Text = "Options"; optionsButton.RegisterCallback( optionsButton_OnClick ); // Achievements Button achiButton = new Button( ACHI_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); achiButton.Texture = buttonTex; achiButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); achiButton.Text = "Achievements"; achiButton.Active = false; achiButton.RegisterCallback( achiButton_OnClick ); // Exit Button exitButton = new Button( EXIT_BUTTON_POS, EXIT_BUTTON_WIDTH, EXIT_BUTTON_HEIGHT, this ); exitButton.Texture = buttonTex; exitButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); exitButton.Text = "Exit"; exitButton.RegisterCallback( exitButton_OnClick ); altar1 = new Animation(new AnimationTexture(ScreenManager.Game.Content.Load<Texture2D>("Images/altar"), null), 3, 60, 1f, false); altar2 = new Animation(new AnimationTexture(ScreenManager.Game.Content.Load<Texture2D>("Images/altar"), null), 3, 60, 1f, false); // TODO: Delme (Demo Code) demoBGMusic = ScreenManager.Game.Content.Load<Song>( "Audio/Demo_FightingWinds" ); MediaPlayer.IsRepeating = true; MediaPlayer.Play( demoBGMusic ); MediaPlayer.Volume = 0.4f; } }
/// <summary> /// Loads graphics content for this screen. This uses the shared ContentManager /// provided by the Game class, so the content will remain loaded forever. /// Whenever a subsequent MessageBoxScreen tries to load this same content, /// it will just get back another reference to the already loaded data. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { ContentManager content = ScreenManager.Game.Content; viewport = ScreenManager.GraphicsDevice.Viewport; viewportSize = new Vector2(viewport.Width, viewport.Height); font = content.Load<SpriteFont>("Fonts/GUIFont"); textSize = font.MeasureString(message); textPosition = (viewportSize - textSize) / 2; backgroundRectangle = new Rectangle((int)textPosition.X - HPAD, (int)textPosition.Y - VPAD, (int)textSize.X + HPAD * 2, (int)textSize.Y + VPAD * 2); backgroundTexture = content.Load<Texture2D>("UITextures/popbg"); if ( style == Style.YesNo ) { accept = new Button(ACCEPT_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this); cancel = new Button(CANCEL_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this); accept.Text = "Yes"; cancel.Text = "No"; accept.Texture = content.Load<Texture2D>("UITextures/GUIButton"); cancel.Texture = content.Load<Texture2D>("UITextures/GUIButton"); accept.SetFont(font, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR); cancel.SetFont(font, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR); accept.RegisterCallback(acceptButton_OnClick); cancel.RegisterCallback(cancelButton_OnClick); } else if ( style == Style.OK ) { accept = new Button( OK_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); accept.Texture = content.Load<Texture2D>( "UITextures/GUIButton" ); accept.SetFont( font, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); accept.RegisterCallback( acceptButton_OnClick ); accept.Text = "OK"; } } }
public override void Activate( bool instancePreserved ) { if ( !instancePreserved ) { ContentManager content = ScreenManager.Game.Content; titleFont = content.Load<SpriteFont>( "Fonts/PageTitle" ); listHeadingFont = content.Load<SpriteFont>( "Fonts/ListHeading" ); // Set up the Buttons Texture2D buttonTex = content.Load<Texture2D>( "UITextures/GUIButton" ); SpriteFont buttonFont = content.Load<SpriteFont>( "Fonts/GUIFont" ); // Ready Button readyButton = new Button( READY_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); readyButton.Texture = buttonTex; readyButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); readyButton.Text = "Ready!"; readyButton.RegisterCallback( readyButton_OnClick ); // Back Button backButton = new Button( BACK_BUTTON_POS, BACK_BUTTON_WIDTH, BACK_BUTTON_HEIGHT, this ); backButton.Texture = buttonTex; backButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); backButton.Text = "Back"; backButton.RegisterCallback( backButton_OnClick ); // Switch Team Button teamButton = new Button( TEAM_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); teamButton.Texture = buttonTex; teamButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); teamButton.Text = "Change Team"; teamButton.RegisterCallback( teamButton_OnClick ); // Switch Role Button roleButton = new Button( ROLE_BUTTON_POS, STD_BUTTON_WIDTH, STD_BUTTON_HEIGHT, this ); roleButton.Texture = buttonTex; roleButton.SetFont( buttonFont, BTNTEXT_INERT_COLOUR, BTNTEXT_HOVER_COLOUR, BTNTEXT_PRIMED_COLOUR, BTNTEXT_INACTIVE_COLOUR ); roleButton.Text = "Change Role"; roleButton.RegisterCallback( roleButton_OnClick ); // Set up the team lists Texture2D listItemTex = content.Load<Texture2D>( "UITextures/ListViewItemTex" ); SpriteFont listItemFont = content.Load<SpriteFont>( "Fonts/GUIFontBold" ); // Red team list redTeamList = new ListView( 8, RED_LIST_POS, LIST_WIDTH, LIST_HEIGHT, this ); redTeamList.Texture = listItemTex; redTeamList.Font = listItemFont; redTeamList.ItemTextColour = TEAM_LIST_TEXT_COLOUR; // Blue team list blueTeamList = new ListView( 8, BLUE_LIST_POS, LIST_WIDTH, LIST_HEIGHT, this ); blueTeamList.Texture = listItemTex; blueTeamList.Font = listItemFont; blueTeamList.ItemTextColour = TEAM_LIST_TEXT_COLOUR; GameManager.Instance.RegisterForPackets( this ); } }