Esempio n. 1
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        public void OnNewTurn()
        {
            if (this.InvokeRequired)
            {
                postDelayedEvent(this.OnNewTurn);
                return;
            }

            this.currentPlayerIndex = 0;
            this.galaxyRenderer.SwitchPlayer(this.currentPlayer);

            if (this.currentRenderer == this.combatRenderer || this.currentRenderer == this.bombardRenderer)
            {
                this.nextRenderer = this.galaxyRenderer;
            }

            if (galaxyRenderer != null)
            {
                galaxyRenderer.OnNewTurn();
            }
            if (systemRenderer != null)
            {
                systemRenderer.OnNewTurn();
            }
        }
Esempio n. 2
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        private void glCanvas_Paint(object sender, PaintEventArgs e)
        {
            if (this.currentRenderer != this.nextRenderer)
            {
                if (this.currentRenderer != null)
                {
                    this.currentRenderer.Deactivate();
                }

                this.currentRenderer = this.nextRenderer;
                this.currentRenderer.ResetProjection(this.glCanvas);
                this.currentRenderer.Activate();
            }

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

#if DEBUG
            try {
#endif
            if (currentRenderer != null)
            {
                currentRenderer.Draw(this.animationDeltaTime);
            }
#if DEBUG
        }

        catch (Exception ex)
        {
            System.Diagnostics.Trace.WriteLine("Canvas paint exception:");
            System.Diagnostics.Trace.TraceError(ex.ToString());
        }
#endif
            glCanvas.SwapBuffers();
            this.timingLoop.Continue();
        }
Esempio n. 3
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        public void OnNewTurn()
        {
            if (this.InvokeRequired)
            {
                postDelayedEvent(this.OnNewTurn);
                return;
            }

            this.currentPlayerIndex = 0;
            this.galaxyRenderer.SwitchPlayer(this.currentPlayer);

            if (this.currentRenderer == this.combatRenderer || this.currentRenderer == this.bombardRenderer)
            {
                this.nextRenderer = this.galaxyRenderer;

                abilityList.Visible   = false;
                returnButton.Visible  = false;
                unitInfoPanel.Visible = false;
            }

            if (galaxyRenderer != null)
            {
                galaxyRenderer.OnNewTurn();
            }
            if (systemRenderer != null)
            {
                systemRenderer.OnNewTurn();
            }
        }
Esempio n. 4
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        private void initBombardGui(BombardmentController bombardController)
        {
            this.bombardmentController = bombardController;

            this.bombardRenderer.StartBombardment(bombardmentController);
            this.nextRenderer = this.bombardRenderer;
        }
Esempio n. 5
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        private void switchToGalaxyView()
        {
            empyPlanetView.Visible = false;
            returnButton.Visible   = false;

            this.nextRenderer = galaxyRenderer;
        }
Esempio n. 6
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        public virtual void Attach(AScene scene, AGuiElement parent)
        {
            this.scene  = scene;
            this.Parent = parent;

            this.Position.Attach(parent);
            this.updateScene();
        }
Esempio n. 7
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        private void switchToGalaxyView()
        {
            constructionManagement.Visible = false;
            empyPlanetView.Visible         = false;
            endTurnButton.Visible          = true;
            returnButton.Visible           = false;

            this.nextRenderer = galaxyRenderer;
        }
Esempio n. 8
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        public override void Attach(AScene scene, AGuiElement parent)
        {
            base.Attach(scene, parent);

            foreach (var child in children)
            {
                scene.AddElement(child, this);
            }
        }
Esempio n. 9
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        public void OnGameOver()
        {
            if (this.InvokeRequired)
            {
                postDelayedEvent(this.OnGameOver);
                return;
            }

            this.gameOverRenderer.SetResults(this.gameController.Results);
            this.nextRenderer = this.gameOverRenderer;
        }
Esempio n. 10
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        void IGalaxyViewListener.SystemOpened(StarSystemController systemController)
        {
            if (this.InvokeRequired)
            {
                this.BeginInvoke(new Action <StarSystemController>(((IGalaxyViewListener)this).SystemOpened), systemController);
                return;
            }

            this.systemRenderer.SetStarSystem(systemController, this.currentPlayer);
            this.nextRenderer = systemRenderer;
        }
Esempio n. 11
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        private void initCombatGui()
        {
            this.fleetController = null;

            this.combatRenderer.StartCombat(this.conflictController);
            this.nextRenderer = this.combatRenderer;

            abilityList.Visible   = true;
            fleetPanel.Visible    = false;
            returnButton.Visible  = false;
            unitInfoPanel.Visible = true;
        }
Esempio n. 12
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        private void initBombardGui(BombardmentController bombardController)
        {
            this.bombardmentController = bombardController;

            this.fleetController = null;

            this.bombardRenderer.StartBombardment(bombardmentController);
            this.nextRenderer = this.bombardRenderer;

            abilityList.Visible   = false;
            fleetPanel.Visible    = false;
            returnButton.Visible  = true;
            unitInfoPanel.Visible = false;
        }
Esempio n. 13
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        public virtual void Attach(AScene scene, AGuiElement parent)
        {
            this.scene  = scene;
            this.Parent = parent;

            this.Parent.dependentElements.Add(this);
            foreach (var element in this.Position.Dependencies)
            {
                element.dependentElements.Add(this);
            }

            this.SetDepth(parent.Z0 - parent.ZRange, parent.ZRange);
            this.updateScene();
        }
Esempio n. 14
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        public void OnGameOver()
        {
            if (this.InvokeRequired)
            {
                postDelayedEvent(this.OnGameOver);
                return;
            }

            this.gameOverRenderer.SetResults(this.gameController.Results);
            this.nextRenderer = this.gameOverRenderer;

            this.abilityList.Visible   = false;
            this.returnButton.Visible  = false;
            this.unitInfoPanel.Visible = false;
        }
Esempio n. 15
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        public void OnGameOver()
        {
            if (this.InvokeRequired)
            {
                postDelayedEvent(this.OnGameOver);
                return;
            }

            this.nextRenderer = this.gameOverRenderer;

            abilityList.Visible   = false;
            endTurnButton.Visible = false;
            unitInfoPanel.Visible = false;
            menuStrip.Visible     = true;
        }
Esempio n. 16
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        private void languageReady()
        {
            if (this.InvokeRequired)
            {
                this.BeginInvoke(new Action(this.languageReady));
                return;
            }

            applySettings();
            this.nextRenderer = new IntroScene(
                () => postDelayedEvent(showNewGame),
                () => postDelayedEvent(showSaveGame),
                () => postDelayedEvent(showSettings),
                () => Close()
                );
        }
Esempio n. 17
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        void IGalaxyViewListener.SystemOpened(StarSystemController systemController)
        {
            if (this.InvokeRequired)
            {
                this.BeginInvoke(new Action <StarSystemController>(((IGalaxyViewListener)this).SystemOpened), systemController);
                return;
            }

            this.fleetController = null;

            this.empyPlanetView.Visible = false;
            this.fleetPanel.Visible     = false;
            this.returnButton.Visible   = true;

            this.systemRenderer.SetStarSystem(systemController, this.currentPlayer);
            this.nextRenderer = systemRenderer;
        }
Esempio n. 18
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        private void initBombardGui(BombardmentController bombardController)
        {
            this.bombardmentController = bombardController;

            this.fleetController = null;

            this.bombardRenderer.StartBombardment(bombardmentController);
            this.nextRenderer = this.bombardRenderer;

            abilityList.Visible            = false;
            constructionManagement.Visible = false;
            empyPlanetView.Visible         = false;
            fleetPanel.Visible             = false;
            endTurnButton.Visible          = false;
            returnButton.Visible           = true;
            unitInfoPanel.Visible          = false;
            menuStrip.Visible = false;
        }
Esempio n. 19
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        private void initCombatGui(SpaceBattleController battleController)
        {
            this.conflictController = battleController;

            this.fleetController = null;

            this.combatRenderer.StartCombat(battleController);
            this.nextRenderer = this.combatRenderer;

            abilityList.Visible            = true;
            constructionManagement.Visible = false;
            empyPlanetView.Visible         = false;
            fleetPanel.Visible             = false;
            endTurnButton.Visible          = false;
            returnButton.Visible           = false;
            unitInfoPanel.Visible          = true;
            menuStrip.Visible = false;
        }
Esempio n. 20
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 private void switchToGalaxyView()
 {
     this.nextRenderer = galaxyRenderer;
 }
Esempio n. 21
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        public override void Attach(AScene scene, AGuiElement parent)
        {
            base.Attach(scene, parent);

            this.updateSliderVisibility();
        }
Esempio n. 22
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 private void initCombatGui()
 {
     this.combatRenderer.StartCombat(this.conflictController);
     this.nextRenderer = this.combatRenderer;
 }
Esempio n. 23
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 public override void Attach(AScene scene, AGuiElement parent)
 {
     base.Attach(scene, parent);
     this.group.Add(this);
 }