/// <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; // 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" ); 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 ); } }