private void OKButton_Click(Button sender) { if (clickHandler != null) clickHandler(sender); SetShouldDetach(); }
private void InitializeMenu() { menuFont = new Font(textureManager.Get("menu_font"), FontParser.Parse("menuFont.fnt")); menu = new VerticalMenu(0, -100, input, new Color(1, 1, 1, 1), new Color(0, 0, 1, 1)); // Create start, controls, exit for menu Button start = new Button(delegate(object sender, EventArgs e) { stateSystem.ChangeState("inner_game"); ResetGameData(); }, new Text("Start", menuFont)); Button controls = new Button(delegate(object sender, EventArgs e) { stateSystem.ChangeState("controls"); }, new Text("Controls", menuFont)); Button exit = new Button(delegate(object sender, EventArgs e) { System.Windows.Forms.Application.Exit(); }, new Text("Exit", menuFont)); menu.AddButton(start); menu.AddButton(controls); menu.AddButton(exit); }
private void InitializeMenu() { _menu = new VerticalMenu(0, 150, _input); Color focusColor = new Color(251, 242, 0, 1); Color noFocusColor = new Color(0.14f, 0.57f, 0.14f, 1); Button startGame = new Button( delegate(object o, EventArgs e) { _system.ChangeState("start_state"); }, new Text("Back To Start", _generalFont), focusColor, noFocusColor); Button exitGame = new Button( delegate(object o, EventArgs e) { // Quit System.Windows.Forms.Application.Exit(); }, new Text("Quit", _generalFont), focusColor, noFocusColor); _menu.AddButton(startGame); _menu.AddButton(exitGame); }
internal bool Init() { //buttons Button[] buttons = new Button[ 2 ]; buttons[ 0 ] = new Button( JoystickButtons.Button1, 0 ); buttons[ 1 ] = new Button( JoystickButtons.Button2, 1 ); //axes Axis[] axes = new Axis[ 1 ]; axes[ 0 ] = new JoystickInputDevice.Axis( JoystickAxes.X, new Range( -1, 1 ), false ); //povs POV[] povs = new POV[ 0 ]; //povs[ 0 ] = new JoystickInputDevice.POV( JoystickPOVs.POV1 ); //sliders Slider[] sliders = new Slider[ 0 ]; //sliders[ 0 ] = new Slider( JoystickSliders.Slider1 ); //forceFeedbackController ForceFeedbackController forceFeedbackController = null; //initialize data InitDeviceData( buttons, axes, povs, sliders, forceFeedbackController ); return true; }
private void InitializeMenu() { float buttomwidth = 100; float buttomheight = 20; _menu = new RadioVerticalMenu(0, 150, _input, 60); Button startGame = new Button( delegate(object o, EventArgs e) { ///<remarks>正式开始游戏</remarks> _system.ChangeState("inner_game"); }, new Text("开始", _generalFont), buttomwidth, buttomheight, _input); Button exitGame = new Button( delegate(object o, EventArgs e) { ///<remarks>退出</remarks> System.Windows.Forms.Application.Exit(); }, new Text("退出", _generalFont), buttomwidth, buttomheight, _input); ///<remarks>添加菜单</remarks> _menu.AddButton(startGame); _menu.AddButton(exitGame); }
// public MessageBoxWindow(string messageText, string caption, string windowname, Button.ClickDelegate clickHandler) { this.messageText = messageText; this.caption = caption; this.Name = this.windowname = windowname; this.clickHandler = clickHandler; }
private void InitializeMenu() { _menu = new VerticalMenu(0, 150, _input); Button startGame = new Button(delegate(object o, EventArgs e) { _system.ChangeState("inner_game"); }, new Text("Start", _generalFont)); Button gameSettings = new Button(delegate(object o, EventArgs e) { /*Go to settings */ }, new Text("Settings", _generalFont)); Button exitGame = new Button(delegate(object o, EventArgs e) { /*Quit*/ System.Windows.Forms.Application.Exit(); }, new Text("Exit", _generalFont)); _menu.AddButton(startGame); _menu.AddButton(gameSettings); _menu.AddButton(exitGame); }
public override void Create() { base.Create(); GameObject cursorA = new Cursor(new XboxController(SlimDX.XInput.UserIndex.One)); GameObject cursorB = new Cursor(new XboxController(SlimDX.XInput.UserIndex.Two)); ObjectManager.AddGameObject(cursorA); ObjectManager.AddGameObject(cursorB); GameObject start = new Button(512, 256, "startbutton.png", Button.StateSwitch.NORMAL_MODE); ObjectManager.AddGameObject(start); }
private void InitializeMenu() { _menu = new VerticalMenu(0, 150, _input); var startGame = new Button(delegate { _system.ChangeState("inner_game"); }, new Text("Start", _generalFont)); var gameSettings = new Button(delegate { /* Go To Settings */ }, new Text("Settings", _generalFont)); var exitGame = new Button(delegate { Application.Exit(); }, new Text("Exit", _generalFont)); _menu.AddButton(startGame); _menu.AddButton(gameSettings); _menu.AddButton(exitGame); }
private Setting SettingMenu() { _settingmenu = new RadioHorizontalMenu(-450, 300, _input, 900); Text label1 = new Text("选项", _titleFont); Text label2 = new Text("引擎", _titleFont); Setting _settingChecked = new Setting(); float menuwidth = 200; float menuheight = 20; //Text label3 = new Text("引擎2", _titleFont); Button option = new Button( delegate(object o, EventArgs e) { ///<remarks>正式开始游戏</remarks> //_system.ChangeState("inner_game"); //label1.SetColor(new Color(0, 1, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); _settingChecked.optionChecked = true; _settingChecked.engineChecked = false; _optionmenu._rvdisable = false; _enginemenu._rvdisable = true; //OptionMenu(); }, label1, menuwidth, menuheight, _input); Button engine = new Button( delegate(object o, EventArgs e) { ///<remarks>退出</remarks> //System.Windows.Forms.Application.Exit(); //label2.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); _settingChecked.optionChecked = false; _settingChecked.engineChecked = true; _optionmenu._rvdisable = true; _enginemenu._rvdisable = false; //EngineMenu(); }, label2, menuwidth, menuheight, _input); _settingmenu.AddButton(option); _settingmenu.AddButton(engine); //_settingmenu.AddButton(engine2); return(_settingChecked); }
/////////////////////////////////////////// protected override void OnAttach() { base.OnAttach(); //disable check for disconnection GameEngineApp.Instance.Client_AllowCheckForDisconnection = false; //register config fields EngineApp.Instance.Config.RegisterClassParameters( GetType() ); //create window window = ControlDeclarationManager.Instance.CreateControl( "Gui\\MultiplayerLoginWindow.gui" ); Controls.Add( window ); MouseCover = true; BackColor = new ColorValue( 0, 0, 0, .5f ); //initialize controls buttonCreateServer = (Button)window.Controls[ "CreateServer" ]; buttonCreateServer.Click += CreateServer_Click; buttonConnect = (Button)window.Controls[ "Connect" ]; buttonConnect.Click += Connect_Click; ( (Button)window.Controls[ "Exit" ] ).Click += Exit_Click; //generate user name if( string.IsNullOrEmpty( userName ) ) { EngineRandom random = new EngineRandom(); userName = "******" + random.Next( 1000 ).ToString( "D03" ); } editBoxUserName = (EditBox)window.Controls[ "UserName" ]; editBoxUserName.Text = userName; editBoxUserName.TextChange += editBoxUserName_TextChange; editBoxConnectTo = (EditBox)window.Controls[ "ConnectTo" ]; editBoxConnectTo.Text = connectToAddress; editBoxConnectTo.TextChange += editBoxConnectTo_TextChange; SetInfo( "", false ); }
private Option OptionMenu() { _optionmenu = new RadioVerticalMenu(-450, 150, _input); Text label1 = new Text("玩家先行", _generalFont); Text label2 = new Text("电脑先行", _generalFont); float optionwidth = 100; float optionheight = 20; Option optionChecked = new Option(); Button player = new Button( delegate(object o, EventArgs e) { ///<remarks>正式开始游戏</remarks> //_system.ChangeState("inner_game"); //label1.SetColor(new Color(0, 1, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); optionChecked.playerChecked = true; optionChecked.computerChecked = false; }, label1, optionwidth, optionheight, _input); Button computer = new Button( delegate(object o, EventArgs e) { ///<remarks>退出</remarks> //System.Windows.Forms.Application.Exit(); //label2.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); optionChecked.playerChecked = false; optionChecked.computerChecked = true; }, label2, optionwidth, optionheight, _input); ///<remarks>添加菜单</remarks> _optionmenu.AddButton(player); _optionmenu.AddButton(computer); return(optionChecked); }
private void InitializeMenu() { _menu = new VerticalMenu(0, 150, _input); Button startGame = new Button( delegate(object o, EventArgs e) { _system.ChangeState("inner_game"); }, new Text("Start", _generalFont)); Button exitGame = new Button( delegate(object o, EventArgs e) { // Quit System.Windows.Forms.Application.Exit(); }, new Text("Exit", _generalFont)); Button helpPage = new Button( delegate(object o, EventArgs e){ //change state to help page _system.ChangeState("help_state"); }, new Text("Game Help", _generalFont)); Button kabajie = new Button( delegate(object o, EventArgs e) { //change state to help page _system.ChangeState("kabajie"); }, new Text("Kabaji Egara", _generalFont)); _menu.AddButton(startGame); _menu.AddButton(exitGame); _menu.AddButton(helpPage); _menu.AddButton(kabajie); }
void Exit_Click( Button sender ) { GameEngineApp.Instance.SetFadeOutScreenAndExit(); }
void GuiTest_Click( Button sender ) { GameEngineApp.Instance.ControlManager.Controls.Add( new GuiTestWindow() ); }
void MultiView_Click( Button sender ) { Controls.Add( new MultiViewConfigurationWindow() ); }
void ProfilingTool_Click( Button sender ) { if( ProfilingToolWindow.Instance == null ) Controls.Add( new ProfilingToolWindow() ); }
private Engines EngineMenu() { _enginemenu = new RadioVerticalMenu(450, 150, _input, 40); Text label1 = new Text("负极大值引擎", _generalFont); Text label2 = new Text("AlphaBeta剪枝搜索引擎", _generalFont); Text label3 = new Text("Fail-Soft AlphaBeta剪枝搜索引擎", _generalFont); Text label4 = new Text("渴望搜索引擎", _generalFont); Text label5 = new Text("极小窗口搜索引擎", _generalFont); Text label6 = new Text("迭代深化AlphaBeta搜索引擎", _generalFont); Text label7 = new Text("AlphaBeta剪枝+置换表搜索引擎", _generalFont); Text label8 = new Text("Alphabeta剪枝+历史启发搜索引擎", _generalFont); Text label9 = new Text("Mdt(f)搜索引擎", _generalFont); Text label10 = new Text("NegaScout+置换表+历史启发", _generalFont); float enginewidth = 250; float engineheight = 15; Engines engineChecked = new Engines(); Button Negamax = new Button( delegate(object o, EventArgs e) { ///<remarks>正式开始游戏</remarks> //_system.ChangeState("inner_game"); //label1.SetColor(new Color(0, 1, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = true; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = false; engineChecked.IDAChecked = false; engineChecked.ATTChecked = false; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = false; }, label1, enginewidth, engineheight, _input); Button AlphaBeta = new Button( delegate(object o, EventArgs e) { ///<remarks>退出</remarks> //System.Windows.Forms.Application.Exit(); //label2.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = true; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = false; engineChecked.IDAChecked = false; engineChecked.ATTChecked = false; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = false; }, label2, enginewidth, engineheight, _input); Button FSAB = new Button( delegate(object o, EventArgs e) { ///<remarks>正式开始游戏</remarks> //_system.ChangeState("inner_game"); //label3.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = true; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = false; engineChecked.IDAChecked = false; engineChecked.ATTChecked = false; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = false; }, label3, enginewidth, engineheight, _input); Button Aspiration = new Button( delegate(object o, EventArgs e) { ///<remarks>退出</remarks> //System.Windows.Forms.Application.Exit(); //label4.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = true; engineChecked.PVSChecked = false; engineChecked.IDAChecked = false; engineChecked.ATTChecked = false; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = false; }, label4, enginewidth, engineheight, _input); Button PVS = new Button( delegate(object o, EventArgs e) { ///<remarks>正式开始游戏</remarks> //_system.ChangeState("inner_game"); //label5.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = true; engineChecked.IDAChecked = false; engineChecked.ATTChecked = false; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = false; }, label5, enginewidth, engineheight, _input); Button IDA = new Button( delegate(object o, EventArgs e) { ///<remarks>退出</remarks> //System.Windows.Forms.Application.Exit(); //label6.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = false; engineChecked.IDAChecked = true; engineChecked.ATTChecked = false; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = false; }, label6, enginewidth, engineheight, _input); Button ATT = new Button( delegate(object o, EventArgs e) { ///<remarks>正式开始游戏</remarks> //_system.ChangeState("inner_game"); //label7.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = false; engineChecked.IDAChecked = false; engineChecked.ATTChecked = true; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = false; }, label7, enginewidth, engineheight, _input); Button AHH = new Button( delegate(object o, EventArgs e) { ///<remarks>退出</remarks> //System.Windows.Forms.Application.Exit(); //label8.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = false; engineChecked.IDAChecked = false; engineChecked.ATTChecked = false; engineChecked.AHHChecked = true; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = false; }, label8, enginewidth, engineheight, _input); Button Mdtf = new Button( delegate(object o, EventArgs e) { ///<remarks>正式开始游戏</remarks> //_system.ChangeState("inner_game"); //label9.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label10.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = false; engineChecked.IDAChecked = false; engineChecked.ATTChecked = false; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = true; engineChecked.NTTHHChecked = false; }, label9, enginewidth, engineheight, _input); Button NTTHH = new Button( delegate(object o, EventArgs e) { ///<remarks>退出</remarks> //System.Windows.Forms.Application.Exit(); //label10.SetColor(new Color(0, 1, 0, 1)); //label1.SetColor(new Color(0, 0, 0, 1)); //label2.SetColor(new Color(0, 0, 0, 1)); //label3.SetColor(new Color(0, 0, 0, 1)); //label4.SetColor(new Color(0, 0, 0, 1)); //label5.SetColor(new Color(0, 0, 0, 1)); //label6.SetColor(new Color(0, 0, 0, 1)); //label7.SetColor(new Color(0, 0, 0, 1)); //label8.SetColor(new Color(0, 0, 0, 1)); //label9.SetColor(new Color(0, 0, 0, 1)); engineChecked.NegamaxChecked = false; engineChecked.AlphaBetaChecked = false; engineChecked.FSABChecked = false; engineChecked.AspirationChecked = false; engineChecked.PVSChecked = false; engineChecked.IDAChecked = false; engineChecked.ATTChecked = false; engineChecked.AHHChecked = false; engineChecked.MdtfChecked = false; engineChecked.NTTHHChecked = true; }, label10, enginewidth, engineheight, _input); ///<remarks>添加菜单</remarks> _enginemenu.AddButton(Negamax); _enginemenu.AddButton(AlphaBeta); _enginemenu.AddButton(FSAB); _enginemenu.AddButton(Aspiration); _enginemenu.AddButton(PVS); _enginemenu.AddButton(IDA); _enginemenu.AddButton(ATT); _enginemenu.AddButton(AHH); _enginemenu.AddButton(Mdtf); _enginemenu.AddButton(NTTHH); return(engineChecked); }
void EffectDestroy_Click( Button sender ) { ForceFeedbackEffect effect = GetSelectedEffect(); if( effect != null ) effect.Destroy(); }
void textureListButton_Click( Button sender ) { Texture[] textures = TextureManager.Instance.GetAllTextures(); ArrayUtils.SelectionSort( textures, delegate( Texture texture1, Texture texture2 ) { return string.Compare( texture1.Name, texture2.Name ); } ); Log.Info( "List of textures in the memory:" ); foreach( Texture texture in textures ) Log.Info( "{0}, {1}x{2}, {3}", texture.Name, texture.Size.X, texture.Size.Y, texture.Format ); Log.Info( "TOTAL: {0}", textures.Length ); if( EngineConsole.Instance != null ) { EngineConsole.Instance.Active = true; EngineConsole.Instance.ScrollDown(); } }
void LoadSave_Click( Button sender ) { Controls.Add( new WorldLoadSaveWindow() ); }
void Multiplayer_Click( Button sender ) { Controls.Add( new MultiplayerLoginWindow() ); }
void Maps_Click( Button sender ) { Controls.Add( new MapsWindow() ); }
void Profiler_Click( Button sender ) { if( EngineProfilerWindow.Instance == null ) Controls.Add( new EngineProfilerWindow() ); }
void Options_Click( Button sender ) { Controls.Add( new OptionsWindow() ); }
void Run_Click( Button sender ) { GameEngineApp.Instance.SetNeedMapLoad( "Maps\\MainDemo\\Map.map" ); }
void RunVillageDemo_Click( Button sender ) { GameEngineApp.Instance.SetNeedMapLoad( "Demos\\VillageDemo\\Map\\Map.map" ); }
private void btnPrevious_Click(Button sender) { if (activeList == Active_List.None) return; int index = 0; int max = 0; UnitType u = null; string name = "No Name"; int cost = 0; List<CustomizableUnit> list = null; switch (activeList) { case Active_List.Mech: { index = mechListIndex; max = MechsPriceList.Type.PriceLists.Count; list = MechDBUnits; } break; case Active_List.AirUnit: { index = airUnitListIndex; max = AunitPriceList.Type.PriceLists.Count; list = ADBUnits; } break; case Active_List.GroundUnit: { index = groundUnitListIndex; max = GunitPriceList.Type.PriceLists.Count; list = GDBUnits; } break; case Active_List.Jet: { index = jetUnitListIndex; max = JunitPriceList.Type.PriceLists.Count; list = JDBUnits; } break; } int newIndex = --index; if (newIndex < 0) newIndex = max - 1; switch (activeList) { case Active_List.Mech: { u = MechsPriceList.Type.PriceLists[newIndex].PricedUnit; name = MechsPriceList.Type.PriceLists[newIndex].Name; cost = MechsPriceList.Type.PriceLists[newIndex].Price; mechListIndex = newIndex; } break; case Active_List.AirUnit: { u = AunitPriceList.Type.PriceLists[newIndex].PricedUnit; name = AunitPriceList.Type.PriceLists[newIndex].Name; cost = AunitPriceList.Type.PriceLists[newIndex].Price; airUnitListIndex = newIndex; } break; case Active_List.GroundUnit: { u = GunitPriceList.Type.PriceLists[newIndex].PricedUnit; name = GunitPriceList.Type.PriceLists[newIndex].Name; cost = GunitPriceList.Type.PriceLists[newIndex].Price; groundUnitListIndex = newIndex; } break; case Active_List.Jet: { u = JunitPriceList.Type.PriceLists[newIndex].PricedUnit; name = JunitPriceList.Type.PriceLists[newIndex].Name; cost = JunitPriceList.Type.PriceLists[newIndex].Price; jetUnitListIndex = newIndex; } break; } spawner.SpawnUnit(u); bool alreadyPurchased = false; foreach (CustomizableUnit cu in list) { if (cu.Name == name) { alreadyPurchased = true; break; } } btnBuy.Enable = !(alreadyPurchased || cash < cost); txtUnitName.Text = "Name: " + name; txtUnitCost.Text = "Cost: " + cost.ToString(); }
void meshListButton_Click( Button sender ) { List<Mesh> meshes = new List<Mesh>(); foreach( Mesh mesh in MeshManager.Instance.LoadedMeshes ) meshes.Add( mesh ); foreach( Mesh mesh in MeshManager.Instance.CreatedMeshes ) meshes.Add( mesh ); ListUtils.SelectionSort( meshes, delegate( Mesh mesh1, Mesh mesh2 ) { return string.Compare( mesh1.Name, mesh2.Name ); } ); Log.Info( "List of meshes in the memory:" ); foreach( Mesh mesh in meshes ) Log.Info( mesh.Name ); Log.Info( "TOTAL: {0}", meshes.Count ); if( EngineConsole.Instance != null ) { EngineConsole.Instance.Active = true; EngineConsole.Instance.ScrollDown(); } }
private void btnExit_Click(Button sender) { SetShouldDetach(); //Back(true); }
void Defaults_Click( Button sender ) { foreach( Control control in PageControl.Controls ) { CheckBox checkBox = control as CheckBox; if( checkBox == null ) continue; PropertyInfo property = checkBox.UserData as PropertyInfo; if( property == null ) continue; DefaultValueAttribute[] attributes = (DefaultValueAttribute[])property. GetCustomAttributes( typeof( DefaultValueAttribute ), true ); if( attributes.Length == 0 ) continue; checkBox.Checked = (bool)attributes[ 0 ].Value; } }
private void SetUnitTypeButtonActive(Button sender) { btnMechs.Active = false; btnGroundUnits.Active = false; btnAirUnits.Active = false; btnJets.Active = false; sender.Active = true; }
void TestEffectCreate_Click( Button sender ) { if( selectedJoystick == null ) return; if( selectedJoystick.ForceFeedbackController == null ) return; ForceFeedbackEffectTypes effectType = ForceFeedbackEffectTypes.ConstantForce; JoystickAxes[] axes = null; { ComboBox typeComboBox = (ComboBox)PageControl.Controls[ "TestEffectType" ]; ComboBox axisComboBox = (ComboBox)PageControl.Controls[ "TestEffectAxis" ]; if( typeComboBox.SelectedIndex != -1 && axisComboBox.SelectedIndex != -1 ) { effectType = (ForceFeedbackEffectTypes)typeComboBox.SelectedItem; axes = ( (TestEffectAxisItem)axisComboBox.SelectedItem ).axes; } } if( axes == null ) return; //create effect ForceFeedbackEffect effect = selectedJoystick.ForceFeedbackController.CreateEffect( effectType, axes ); if( effect != null ) { //you can set duration in seconds. //effect.Duration = 3; if( axes.Length == 2 ) { Radian angle = new Degree( 30 ).InRadians(); float x = MathFunctions.Cos( angle ); float y = MathFunctions.Sin( angle ); effect.SetDirection( new float[] { x, y } ); } //ConstantForce type ForceFeedbackConstantForceEffect constantForce = effect as ForceFeedbackConstantForceEffect; if( constantForce != null ) { constantForce.Magnitude = 1; } //SawtoothDown, SawtoothUp, Sine, Square, Triangle types. ForceFeedbackPeriodicEffect periodic = effect as ForceFeedbackPeriodicEffect; if( periodic != null ) { periodic.Magnitude = 1.0f; periodic.Offset = 0.0f; periodic.Phase = 0.5f; periodic.Period = 2; } //Spring, Damper, Friction, Inertia types. ForceFeedbackConditionEffect condition = effect as ForceFeedbackConditionEffect; if( condition != null ) { condition.Offset = 0.5f; condition.PositiveSaturation = 1.0f; condition.NegativeSaturation = 1.0f; condition.PositiveCoefficient = 1.0f; condition.NegativeCoefficient = -1.0f; condition.DeadBand = 0.0f; } //Ramp type ForceFeedbackRampEffect ramp = effect as ForceFeedbackRampEffect; if( ramp != null ) { ramp.StartForce = -1.0f; ramp.EndForce = 1.0f; } effect.Start(); } }
void GUISamples3_Click( Button sender ) { GameEngineApp.Instance.ControlManager.Controls.Add( new GUISamples3Window() ); }