// '' <summary> // '' Handle input in the game menu. // '' </summary> // '' <remarks> // '' Player can return to the game, surrender, or quit entirely // '' </remarks> public static void HandleGameMenuInput() { MenuController.HandleMenuInput(GAME_MENU, 0, 0); }
// '' <summary> // '' Handles the processing of user input when the main menu is showing // '' </summary> public static void HandleMainMenuInput() { MenuController.HandleMenuInput(MAIN_MENU, 0, 0); }
// '' <summary> // '' Determined if the mouse is over one of the button in the main menu. // '' </summary> // '' <param name="button">the index of the button to check</param> // '' <returns>true if the mouse is over that button</returns> private static bool IsMouseOverButton(int button) { return(MenuController.IsMouseOverMenu(button, 0, 0)); }
// '' <summary> // '' Draw the buttons associated with a top level menu. // '' </summary> // '' <param name="menu">the index of the menu to draw</param> private static void DrawButtons(int menu) { MenuController.DrawButtons(menu, 0, 0); }
// '' <summary> // '' Draws the Game menu to the screen // '' </summary> public static void DrawGameMenu() { // Clears the Screen to Black // SwinGame.DrawText("Paused", Color.White, GameFont("ArialLarge"), 50, 50) MenuController.DrawButtons(GAME_MENU); }
// '' <summary> // '' Draws the main menu to the screen. // '' </summary> public static void DrawMainMenu() { // Clears the Screen to Black // SwinGame.DrawText("Main Menu", Color.White, GameFont("ArialLarge"), 50, 50) MenuController.DrawButtons(MAIN_MENU); }