Esempio n. 1
0
 public static void back(InputHandlerComponent i, SystemType system, Stack <string> stack)
 {
     if (i.getButton("Back", true) && system != null)
     {
         stack.Pop();
     }
 }
Esempio n. 2
0
        public void back(SystemType system)
        {
            MenuFunctions.back(input, system, menuStack);

            if (menuStack.Count == 0)
            {
                Exit(this, new EventArgs());
            }
        }
Esempio n. 3
0
        public override void Update(GameTime gameTime)
        {
            //If the transition manager is running any transactions, do not update the menus.
            if (transitionManager.HasTransitions)
            {
                //Update any transitions.
                transitionManager.update();
            }
            //Else get the current menu and update it.
            else
            {
                MenuType currentMenu = getMenu(Stack.Peek());

                //Force the input to update.
                input.Update(gameTime);

                //If there is a registered menu, update that menu.
                if (currentMenu != null)
                {
                    currentMenu.update(input);
                }
                //Else check to see if any systems are registered.
                else
                {
                    SystemType system = getSystem(Stack.Peek());

                    //If there is a system, update it.
                    if (system != null)
                    {
                        back(system);

                        system.update(input);
                    }
                }
            }

            base.Update(gameTime);
        }
Esempio n. 4
0
        public override void Draw(GameTime gameTime)
        {
            spriteBatch.Begin();

            //If there are transitions running, do not draw any menus.
            if (transitionManager.HasTransitions)
            {
                //Draw any transitions.
                transitionManager.draw(spriteBatch);
            }
            //Else draw the current menu.
            else
            {
                MenuType currentMenu = getMenu(Stack.Peek());

                //If there is a menu registered, draw it.
                if (currentMenu != null)
                {
                    currentMenu.draw(spriteBatch);
                }
                //Else check to see if there are any systems registered.
                else
                {
                    SystemType system = getSystem(Stack.Peek());

                    //If there is a system, draw it.
                    if (system != null)
                    {
                        system.draw(spriteBatch);
                    }
                }
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 5
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 /// <summary>
 /// This function registers a menu system with the component, allowing it and its menus to be called upon at
 /// any time
 /// </summary>
 /// <param name="system">the system to be registered</param>
 public void addSystem(SystemType system)
 {
     systems.Add(system.state, system);
 }