Exemple #1
0
        /// <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);
        }
Exemple #2
0
        /// <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);
        }
Exemple #3
0
        /// <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);
        }
Exemple #4
0
        /// <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;
     }
 }
Exemple #6
0
 /// <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();
            }
        }
Exemple #8
0
 /// <summary>
 /// Event handler for when the market button is selected
 /// </summary>
 void MarketButtonAction(object sender, PlayerIndexEventArgs e)
 {
     TriggerManager.Inst().TurnTrigger(TriggerType.MarketOpen);
     MarketWindowOpenClose();
 }
Exemple #9
0
 void RestartGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     GameMaster.Inst().RestartGame();
 }
Exemple #10
0
 /// <summary>
 /// Event handler for close button
 /// </summary>
 void CloseButtonAction(object sender, PlayerIndexEventArgs e)
 {
     TriggerManager.Inst().TurnTrigger(TriggerType.MarketClose);
     SetIsActive(false);
 }
Exemple #11
0
 /// <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();
 }
Exemple #12
0
 /// <summary>
 /// Event handler for when the Options menu entry is selected.
 /// </summary>
 void CreatorsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new CreatorsMenuScreen(), e.PlayerIndex);
 }
Exemple #13
0
 /// <summary>
 /// Event handler for when the Options menu entry is selected.
 /// </summary>
 void SettingsMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);
 }
Exemple #14
0
        /// <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));
        }
Exemple #15
0
        /// <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());
        }
Exemple #16
0
 /// <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());
 }
Exemple #17
0
 /// <summary>
 /// Event handler for when the Ungulate menu entry is selected.
 /// </summary>
 void FullscreenMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     isFullscreen = !isFullscreen;
     SetMenuEntryText();
 }
Exemple #18
0
        /// <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);
        }
Exemple #19
0
 /// <summary>
 /// Event handler for change button
 /// </summary>
 void ChangeButtonAction(object sender, PlayerIndexEventArgs e)
 {
     ChangeMaterial();
 }
Exemple #20
0
 void ResumeGameMenuEntrySelected(object sender, PlayerIndexEventArgs e)
 {
     GameMaster.Inst().SetPaused(false);
 }
Exemple #21
0
 /// <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);
 }
Exemple #22
0
        /// <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();
        }
Exemple #23
0
 /// <summary>
 /// Event handler for when the Back button is selected
 /// </summary>
 void NextGraph(object sender, PlayerIndexEventArgs e)
 {
     ToNextGraph();
 }
Exemple #24
0
 /// <summary>
 /// Event handler for when the menu button is selected
 /// </summary>
 void ChangeTurnButtonAction(object sender, PlayerIndexEventArgs e)
 {
     NextTurn();
 }
Exemple #25
0
 /// <summary>
 /// Event handler for when the Back button is selected
 /// </summary>
 void ToGraph(object sender, PlayerIndexEventArgs e)
 {
     AddGraphScreen();
 }
Exemple #26
0
 /// <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();
     }
 }