Exemple #1
0
        public void PopulateMenu(GenericMenuState Target, IStateOwner pOwner)
        {
            Target.StateHeader = "BASeTris";

            //var NewGameItem = new MenuStateTextMenuItem() { Text = "New Game" };
            var NewGameItem = new MenuStateTextMenuItem()
            {
                Text = "New Game"
            };
            var OptionsItem = new MenuStateTextMenuItem()
            {
                Text = "Options"
            };
            var scaleitem      = new MenuStateScaleMenuItem(pOwner);
            var HighScoresItem = new MenuStateTextMenuItem()
            {
                Text = "High Scores"
            };
            var ExitItem = new ConfirmedTextMenuItem()
            {
                Text = "Quit"
            };

            ExitItem.OnOptionConfirmed += (a, b) =>
            {
                if (pOwner is BASeTrisTK)
                {
                    ((BASeTrisTK)pOwner).Exit();
                }
                else if (pOwner is BASeTris)
                {
                    ((BASeTris)pOwner).Close();
                }
            };

            /*NewGameItem.OnDeactivateOption += (o, eventarg) =>
             * {
             *   //start a new game.
             *
             *
             *   if (pOwner is IGamePresenter igp)
             *   {
             *       IGameCustomizationHandler Handler = (eventarg.Option.Handler);
             *       if (Handler != null)
             *       {
             *           //IGameCustomizationHandler Handler = DrMarioGame ? (IGameCustomizationHandler)new DrMarioHandler() : (IGameCustomizationHandler)new StandardTetrisHandler();
             *           pOwner.CurrentState = new GameplayGameState(Handler, null, TetrisGame.Soundman);
             *
             *           igp.StartGame();
             *       }
             *       else
             *       {
             *           NewGameItem.Reset();
             *       }
             *   }
             * };
             * NewGameItem.OnActivateOption += (o, eventarg) =>
             * {
             *
             * };
             * NewGameItem.OnChangeOption += (o2, eventarg2) =>
             * {
             *  //nothing for when we change the option.
             * };*/

            Target.MenuItemActivated += (o, e) =>
            {
                if (e.MenuElement == NewGameItem)
                {
                    GenericMenuState gms = new GenericMenuState(Target.BG, pOwner, new NewGameMenuPopulator(Target));
                    pOwner.CurrentState  = gms;
                    Target.ActivatedItem = null;
                }

                else if (e.MenuElement == OptionsItem)
                {
                    //Show the options menu
                    //var OptionsMenu = new OptionsMenuState(Target.BG, pOwner, pOwner.CurrentState); // GenericMenuState(Target.BG, pOwner, new OptionsMenuPopulator());
                    var OptionsMenu = new OptionsMenuSettingsSelectorState(Target.BG, pOwner, pOwner.CurrentState);
                    pOwner.CurrentState  = OptionsMenu;
                    Target.ActivatedItem = null;
                }
                else if (e.MenuElement == HighScoresItem)
                {
                    ShowHighScoresState scorestate = new ShowHighScoresState(TetrisGame.ScoreMan["Standard"], Target, null);
                    pOwner.CurrentState  = scorestate;
                    Target.ActivatedItem = null;
                }
                else if (e.MenuElement == ExitItem)
                {
                    //nothing, this needs confirmation so is handled separate.
                }
            };



            var FontSrc = TetrisGame.GetRetroFont(14, 1.0f);

            Target.HeaderTypeface = FontSrc.FontFamily.Name;
            Target.HeaderTypeSize = (float)(28f * pOwner.ScaleFactor);
            foreach (var iterate in new [] { NewGameItem, OptionsItem, scaleitem, HighScoresItem, ExitItem })
            {
                iterate.FontFace = FontSrc.FontFamily.Name;
                iterate.FontSize = FontSrc.Size;
                Target.MenuElements.Add(iterate);
            }
        }
Exemple #2
0
        //right now a copy of the title menu...

        public void PopulateMenu(GenericMenuState Target, IStateOwner pOwner)
        {
            var NewGameItem = new MenuStateTextMenuItem()
            {
                Text = "New Game"
            };
            var OptionsItem = new MenuStateTextMenuItem()
            {
                Text = "Options"
            };
            var HighScoresItem = new MenuStateTextMenuItem()
            {
                Text = "High Scores"
            };
            var ExitItem = new ConfirmedTextMenuItem()
            {
                Text = "Quit"
            };

            ExitItem.OnOptionConfirmed += (a, b) =>
            {
                if (pOwner is BASeTrisTK)
                {
                    ((BASeTrisTK)pOwner).Exit();
                }
                else if (pOwner is BASeTris)
                {
                    ((BASeTris)pOwner).Close();
                }
            };
            Target.MenuItemActivated += (o, e) =>
            {
                if (e.MenuElement == NewGameItem)
                {
                    //start a new game.
                    if (pOwner is IGamePresenter igp)
                    {
                        igp.StartGame();
                    }
                }
                if (e.MenuElement == OptionsItem)
                {
                    //Show the options menu
                }
                if (e.MenuElement == HighScoresItem)
                {
                    ShowHighScoresState scorestate = new ShowHighScoresState(TetrisGame.ScoreMan["Standard"], Target, null);
                    pOwner.CurrentState  = scorestate;
                    Target.ActivatedItem = null;
                }
                if (e.MenuElement == ExitItem)
                {
                    //nothing, this needs confirmation so is handled separate.
                }
            };



            var FontSrc = TetrisGame.GetRetroFont(20, 1.0f);

            foreach (var iterate in new[] { NewGameItem, OptionsItem, HighScoresItem, ExitItem })
            {
                iterate.FontFace = FontSrc.FontFamily.Name;
                iterate.FontSize = FontSrc.Size;
                Target.MenuElements.Add(iterate);
            }
        }