/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { string message = Strings.MENU_PAUSE_GAME_ARE_YOU_SURE; MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void CampaignLevelSelected(object sender, PlayerIndexEventArgs e) { // reset to the default state MenuEntry menu = (MenuEntry)sender; string src; mapnamesource.TryGetValue(menu.Text, out src); GameMaster.Inst().SetMapSource(src);// PrepareCampaignMap(src); // now is used for AI GameLoadScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen(false)); ScreenManager.RemoveScreen(this); }
/// <summary> /// Event handler for when the Back button is selected /// </summary> void BackSelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new BackgroundScreen(), e.PlayerIndex); ScreenManager.AddScreen(new MainMenuScreen(), e.PlayerIndex); ScreenManager.RemoveScreen(this); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void StartGameSelected(object sender, PlayerIndexEventArgs e) { //counting all players if (GetActivePlayerCount() < 1) return; saveScreenData(); //ScreenManager.RemoveScreen(this); GameLoadScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen(false)); ScreenManager.RemoveScreen(this); }
/// <summary> /// Event handler for remove button /// </summary> void RemButtonAction(object sender, PlayerIndexEventArgs e) { if (active && !alreadyChanged) { this.active = false; alreadyChanged = true; } else { alreadyChanged = false; } }
/// <summary> /// Event handler for when the Back button is selected /// </summary> void ToMenu(object sender, PlayerIndexEventArgs e) { userCancelled = true; }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void ApplyChangesSelected(object sender, PlayerIndexEventArgs e) { GameState.hotSeatScreen = new HotSeatScreen(); string selected = resolution[currentResolution]; bool fullscreen = isFullscreen; GraphicsDeviceManager gdm = Settings.GraphicsDeviceManager; if (selected != resolutionToString(Settings.activeResolution)) { if (fullscreen != Settings.isFullscreen) { //fullscreen settings has changed gdm.IsFullScreen = fullscreen; Settings.isFullscreen = fullscreen; } //resolution was changed Vector2 newRes = resolutionToVector(selected); gdm.PreferredBackBufferWidth = (int)newRes.X; gdm.PreferredBackBufferHeight = (int)newRes.Y; Settings.activeResolution = newRes; Settings.scaleChange(); gdm.ApplyChanges(); } else if (fullscreen != Settings.isFullscreen) { //only fullscreen settings has changes gdm.IsFullScreen = fullscreen; Settings.isFullscreen = fullscreen; gdm.ApplyChanges(); } }
/// <summary> /// Event handler for when the market button is selected /// </summary> void MarketButtonAction(object sender, PlayerIndexEventArgs e) { TriggerManager.Inst().TurnTrigger(TriggerType.MarketOpen); MarketWindowOpenClose(); }
void RestartGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { GameMaster.Inst().RestartGame(); }
/// <summary> /// Event handler for close button /// </summary> void CloseButtonAction(object sender, PlayerIndexEventArgs e) { TriggerManager.Inst().TurnTrigger(TriggerType.MarketClose); SetIsActive(false); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to exit" message box. /// </summary> void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> void CreatorsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new CreatorsMenuScreen(), e.PlayerIndex); }
/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> void SettingsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void QuickMenuEntrySelected(object sender, PlayerIndexEventArgs e) { // reset to the default state GameMaster.Inst().PrepareQuickGame(); // now is used for AI GameLoadScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen(false)); }
/// <summary> /// Event handler for materials button /// </summary> void MaterialButtonAction(object sender, PlayerIndexEventArgs e) { ButtonComponent btn = (ButtonComponent)sender; if (disallowChangingSameTypes(btn)) { return; } //disallow clicking on inactive button - only for first row if (fromButtons.Contains(btn) && !btn.isActive()) { return; } //reset - only one button from the row can be picked if (toButtons.Contains(btn)) { foreach (ButtonComponent b in toButtons) { b.setPicked(false); } toSelectKind = btn.getType(); TriggerManager.Inst().TurnTrigger(TriggerType.MarketSecondRow, (int)toSelectKind); marketSlider.setToType(toSelectKind); } else { //dealing with second row of the buttons foreach (ButtonComponent b in fromButtons) { b.setPicked(false); } fromSelectKind = btn.getType(); TriggerManager.Inst().TurnTrigger(TriggerType.MarketFirstRow, (int)fromSelectKind); marketSlider.setFromType(fromSelectKind); marketSlider.MoveSliderToStart(); } btn.setPicked(!btn.getPicked()); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to quit" message box. This uses the loading screen to /// transition from the game back to the main menu screen. /// </summary> void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void FullscreenMenuEntrySelected(object sender, PlayerIndexEventArgs e) { isFullscreen = !isFullscreen; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void HotseatMenuEntrySelected(object sender, PlayerIndexEventArgs e) { // clearing all players in case of several game in one program launch if (GameState.hotSeatScreen == null) GameState.hotSeatScreen = new HotSeatScreen(); ScreenManager.AddScreen(GameState.hotSeatScreen, e.PlayerIndex); }
/// <summary> /// Event handler for change button /// </summary> void ChangeButtonAction(object sender, PlayerIndexEventArgs e) { ChangeMaterial(); }
void ResumeGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { GameMaster.Inst().SetPaused(false); }
/// <summary> /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler. /// </summary> protected void OnCancel(object sender, PlayerIndexEventArgs e) { OnCancel(e.PlayerIndex); }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void ResolutionMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentResolution++; if (currentResolution >= resolution.Length) currentResolution = 0; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Back button is selected /// </summary> void NextGraph(object sender, PlayerIndexEventArgs e) { ToNextGraph(); }
/// <summary> /// Event handler for when the menu button is selected /// </summary> void ChangeTurnButtonAction(object sender, PlayerIndexEventArgs e) { NextTurn(); }
/// <summary> /// Event handler for when the Back button is selected /// </summary> void ToGraph(object sender, PlayerIndexEventArgs e) { AddGraphScreen(); }
/// <summary> /// Event handler for when the menu button is selected /// </summary> void MenuButtonAction(object sender, PlayerIndexEventArgs e) { GameMaster.Inst().SetPausedNew(true); }
/// <summary> /// Event handler for player state button /// </summary> void PlayerStateButtonAction(object sender, PlayerIndexEventArgs e) { if (active ) { playerState.changeText(); } }