private Vector2 _pos; // position of the component's background texture in menu system coordinates #endregion Fields #region Constructors public MainMenuComponent(MenuEngineImpl menuEngine) : base(menuEngine) { _pos = new Vector2(0, 698); _currentItemsHistory = new Stack<Tuple<MainMenuItemCollection, ScrollableList>>(); InitializeControlCallbacks(); }
public ProgressBar(MenuEngineImpl menu) : base(null, HorizontalAlignment.Center, VerticalAlignment.Center) { Menu = menu; _lock = new object(); IsFinished = true; }
public EquipMenuComponent(MenuEngineImpl menuEngine) : base(menuEngine) { ListCursorFadeStartTime = MenuEngine.Game.GameTime.TotalRealTime; _tabFadeStartTime = MenuEngine.Game.GameTime.TotalRealTime; _readyFadeStartTime = MenuEngine.Game.GameTime.TotalRealTime; Pos = Vector2.Zero; ResetEquipMenu(); }
public ControlSelectionOverlayDialogData(MenuEngineImpl menu, string text, Action<IControlType> returnControl) : base(menu, text) { _returnControl = returnControl; _keysDownSinceEntry = new List<Keys>(Keyboard.GetState().GetPressedKeys()); _gamePadButtonsDownsinceEntry = (from gamePad in Enumerable.Range(0, 4) from button in Enum.GetValues(typeof(GamePadButtonType)).Cast<GamePadButtonType>() let buttonControlType = new GamePadButtonControlType(gamePad, button) where buttonControlType.GetControl().Pulse select buttonControlType).ToList(); }
private Vector2 _pos; // position of the component's background texture in menu system coordinates #endregion Fields #region Constructors public ArenaMenuComponent(MenuEngineImpl menuEngine) : base(menuEngine) { _pos = new Vector2(1220, 698); _cursorFade = new Curve(); _cursorFade.Keys.Add(new CurveKey(0, 1, 0, 0, CurveContinuity.Step)); _cursorFade.Keys.Add(new CurveKey(0.5f, 0, 0, 0, CurveContinuity.Step)); _cursorFade.Keys.Add(new CurveKey(1, 1, 0, 0, CurveContinuity.Step)); _cursorFade.PreLoop = CurveLoopType.Cycle; _cursorFade.PostLoop = CurveLoopType.Cycle; _currentArena = new ScrollableList(MENU_ITEM_COUNT, () => ArenaInfos.Length); InitializeControlCallbacks(); }
public UserControlledLogic(AssaultWing game) : base(game) { StartupScreen = new StartupScreen(Game, -1); MenuEngine = new MenuEngineImpl(Game, 10); IntroEngine = new IntroEngine(Game, 11); PlayerChat = new PlayerChat(Game, 12); OverlayDialog = new OverlayDialog(Game, 20); Game.Components.Add(StartupScreen); Game.Components.Add(MenuEngine); Game.Components.Add(IntroEngine); Game.Components.Add(PlayerChat); Game.Components.Add(OverlayDialog); CreateCustomControls(Game); Game.MessageHandlers.GameServerConnectionClosing += Handle_GameServerConnectionClosing; }
/// <summary> /// Creates contents for an overlay dialog displaying arena over. /// </summary> /// <param name="text">The text to display in the dialog.</param> /// <param name="actions">The actions to allow in the dialog.</param> public CustomOverlayDialogData(MenuEngineImpl menu, string text, params TriggeredCallback[] actions) : base(menu, actions) { _text = text; }
public DummyMenuComponent(MenuEngineImpl menuEngine) : base(menuEngine) { }
public OverlayDialogData(MenuEngineImpl menu, params TriggeredCallback[] actions) : base(null, HorizontalAlignment.Stretch, VerticalAlignment.Stretch) { Menu = menu; _actions = actions; }
/// <summary> /// Creates a new menu component for a menu system. /// </summary> /// <param name="menuEngine">The menu system.</param> public MenuComponent(MenuEngineImpl menuEngine) { MenuEngine = menuEngine; }
public GameOverOverlayDialogData(MenuEngineImpl menu, Standings standings, params TriggeredCallback[] actions) : base(menu, actions) { _standings = standings; }