Esempio n. 1
0
        public GUIObject(List <IScriptUpdateable <Button> > buttonScripts)
        {
            Input inputSytem = EngineServices.GetSystem <IGameSystems>().InputSystem;

            m_buttonScripts     = new Dictionary <string, IScriptUpdateable <GUIObject> >(4);
            m_treeNode          = new GUINode();
            m_treeNode.UserData = this;
            m_currentState      = GUIInteractStates.Idle;

            m_mouseObserver = inputSytem.GetMouseObserver();

            InitialiseScripts(buttonScripts);
            ConnectedEvents(inputSytem);

            EngineServices.GetSystem <IGameSystems>().Components.Add(this);
            Enabled = true;
        }
Esempio n. 2
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        public Menu()
        {
            Input inputSystem = EngineServices.GetSystem <IGameSystems>().InputSystem;

            m_mouseObserver    = inputSystem.GetMouseObserver();
            m_states           = new Dictionary <String, State <Menu> >(5);
            m_buttonDictionary = new Dictionary <String, Button>(50);

            m_states.Add("Idle", new StateIdle());
            m_states.Add("Activating", new StateActivating());
            m_states.Add("Active", new StateActive());
            m_states.Add("Deactivating", new StateDeactivating());

            m_stateMachine  = new StateMachine <Menu>(m_states["Idle"], this);
            m_node          = new TreeNode <Menu>();
            m_node.UserData = this;
            m_bIsActive     = false;

            EngineServices.GetSystem <IGameSystems>().Components.Add(this);
        }
Esempio n. 3
0
        //----------------------------------------------------------------------------
        //----------------------------------------------------------------------------
        public virtual void Dispose(bool bDisposing)
        {
            if (bDisposing)
            {
                bool bFlag = false;
                try
                {
                    Monitor.Enter(this, ref bFlag);

                    m_treeNode.RemoveNode(true);
                    m_treeNode.Dispose();
                    m_treeNode      = null;
                    m_currentScript = null;
                    m_currentState  = GUIInteractStates.Idle;
                    m_buttonScripts.Clear();
                    m_buttonScripts = null;
                    m_mouseObserver = null;
                    OnClick        -= OnClickEvent;
                    OnOff          -= OnOffEvent;
                    OnOver         -= OnOverEvent;
                    OnUnClick      -= OnUnClickEvent;
                    OnClickPolling -= OnClickEventPolling;

                    if (EngineServices.GetSystem <IGameSystems>() != null)
                    {
                        EngineServices.GetSystem <IGameSystems>().Components.Remove(this);
                    }
                }
                finally
                {
                    if (bFlag)
                    {
                        Monitor.Exit(this);
                    }
                }
            }
        }