setState() public method

public setState ( State a_state ) : void
a_state State
return void
Esempio n. 1
0
 public void selectSwitchTrigger(Button a_button)
 {
     if (m_state == State.newSwitch || m_state == State.selectSwitch)
     {
         m_state = State.selectSwitch;
         if (m_switchTriggerType != null)
         {
             m_switchTriggerType.setState(0);
         }
         m_switchTriggerType = a_button;
         m_switchTriggerType.setState(3);
     }
 }
Esempio n. 2
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 public void selectEffTri(Button a_button)
 {
     if (m_state == State.neutral)
     {
         if (m_selectedEffTri != null)
         {
             m_selectedEffTri.setState(0);
         }
         m_selectedEffTri = a_button;
         if (m_selectedEffTri != null)
         {
             m_selectedEffTri.setState(3);
             if (m_triggers.ContainsKey(m_selectedEffTri) && m_triggers[m_selectedEffTri] is PlayerIsWithinRectangle)
             {
                 m_recLines = ((PlayerIsWithinRectangle)(m_triggers[m_selectedEffTri])).getRectangle(m_recLines);
             }
         }
     }
 }
Esempio n. 3
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        public void selectEvent(Button a_button)
        {
            if (a_button != m_selectedEvent && m_state == State.neutral)
            {
                if (m_selectedEvent != null)
                {
                    m_selectedEvent.setState(0);
                    foreach (Button t_b in m_effects.Keys)
                    {
                        m_buttonList.Remove(t_b);
                    }
                    m_effects.Clear();
                    foreach (Button t_b in m_triggers.Keys)
                    {
                        m_buttonList.Remove(t_b);
                    }
                    m_triggers.Clear();
                    m_selectedEffTri = null;
                }
                m_selectedEvent = a_button;
                if (a_button != null)
                {
                    a_button.setState(3);
                    LinkedList<EventEffect> t_effects = m_events[m_selectedEvent].getEffects();
                    LinkedList<EventTrigger> t_triggers = m_events[m_selectedEvent].getTriggers();

                    foreach (EventEffect t_ee in t_effects)
                    {
                        Button t_buttonToAdd;

                        t_buttonToAdd = new Button("btn_asset_list", new Vector2(900, 100 + ((m_effects.Count) * 30)), t_ee.ToString(), null, Color.Yellow, new Vector2(10, 2));
                        t_buttonToAdd.m_clickEvent += new Button.clickDelegate(selectEffTri);
                        m_buttonsToAdd.Push(t_buttonToAdd);

                        m_effects.Add(t_buttonToAdd, t_ee);
                    }

                    foreach (EventTrigger t_et in t_triggers)
                    {
                        Button t_buttonToAdd;

                        t_buttonToAdd = new Button("btn_asset_list", new Vector2(700, 100 + ((m_triggers.Count) * 30)), t_et.ToString(), null, Color.Yellow, new Vector2(10, 2));
                        t_buttonToAdd.m_clickEvent += new Button.clickDelegate(selectEffTri);
                        m_buttonsToAdd.Push(t_buttonToAdd);

                        m_triggers.Add(t_buttonToAdd, t_et);
                    }
                }
            }
        }
Esempio n. 4
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 private void newEffect(Button a_button)
 {
     m_btnAddTrigger.setState(Button.State.Normal);
     a_button.setState(Button.State.Toggled);
 }
Esempio n. 5
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 private void selectEffectTrigger(Button a_button)
 {
     if (m_selectedTriggerEffect != null)
     {
         m_selectedTriggerEffect.setState(0);
     }
     m_selectedTriggerEffect = a_button;
     m_selectedTriggerEffect.setState(3);
 }
Esempio n. 6
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 public void newTrigger(Button a_button)
 {
     m_btnAddEffect.setState(Button.State.Normal);
     a_button.setState(Button.State.Toggled);
 }
Esempio n. 7
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        public void selectEvent(Button a_button)
        {
            foreach (Button t_button in m_events.Keys)
            {
                t_button.setState(Button.State.Normal);
            }

            a_button.setState(3);
            m_triggerButtons = new LinkedList<Button>();
            m_effectButtons = new LinkedList<Button>();
            m_selectedEvent = a_button;
            m_selectedEvent.setPosition(Vector2.Zero);

            foreach (EventTrigger t_trigger in m_events[a_button].getTriggers())
            {
                m_triggerButtons.AddLast(new Button("btn_asset_list", new Vector2(m_btnAddTrigger.getBox().X, 40 + (m_triggerButtons.Count * 25)),
                    t_trigger.ToString(), "VerdanaBold", Color.Yellow, new Vector2(10, 2)));
                m_triggerButtons.Last().m_clickEvent += new Button.clickDelegate(selectEffectTrigger);
                if (t_trigger is PlayerIsWithinRectangle)
                {
                    m_recLines = ((PlayerIsWithinRectangle)t_trigger).getRectangle();
                }
            }

            foreach (EventEffect t_effect in m_events[a_button].getEffects())
            {
                m_effectButtons.AddLast(new Button("btn_asset_list", new Vector2(m_btnAddTrigger.getBox().X + m_btnAddEffect.getBox().Width + 40, 40 + (m_effectButtons.Count * 25)),
                    t_effect.ToString(), "VerdanaBold", Color.Yellow, new Vector2(10, 2)));
                m_effectButtons.Last().m_clickEvent += new Button.clickDelegate(selectEffectTrigger);
            }

            if (m_triggerButtons.Count() > 0)
            {
                m_btnAddTrigger.setPosition(new Vector2(m_triggerButtons.Last().getBox().X, m_triggerButtons.Last().getBox().Y + 25));
            }
            else
            {
                m_btnAddTrigger.setPosition(new Vector2(0, 40));
            }

            if (m_effectButtons.Count() > 0)
            {
                m_btnAddEffect.setPosition(new Vector2(m_effectButtons.Last().getBox().X, m_effectButtons.Last().getBox().Y + 25));
            }
            else
            {
                m_btnAddEffect.setPosition(new Vector2(m_btnAddTrigger.getBox().Width + 25, 40));
            }
        }
Esempio n. 8
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        private void setBuildingState(Button a_button, State a_state)
        {
            m_building			= true;
            m_objectPreview		= null;

            if (a_state != m_itemToCreate)
            {
                clearSelectedObject();
                m_itemToCreate = a_state;
            }

            foreach (Button t_button in m_buttonDict.Keys)
            {
                t_button.setState(0);
            }
            a_button.setState(3);

            switch (m_itemToCreate)
            {
                case State.Platform:
                    createAssetList("Content//Images//Tile//Floor//");
                    break;
                case State.Ladder:
                    createAssetList("Content//Images//Tile//Ladder//");
                    break;
                case State.Background:
                    createAssetList("Content//Images//Background//");
                    break;
                case State.Delete:
                    createAssetList(null);
                    m_building = false;
                    break;
                case State.Player:
                    createAssetList(null);
                    break;
                case State.None:
                    createAssetList(null);
                    m_building = false;
                    break;
                case State.SpotLight:
                    createAssetList("Content//Images//LightCone//");
                    break;
                case State.Guard:
                    createAssetList(null);
                    break;
                case State.Wall:
                    createAssetList("Content//Images//Tile//Wall//");
                    break;
                case State.DuckHidingObject:
                    createAssetList("Content//Images//Prop//DuckHide//");
                    break;
                case State.StandHidingObject:
                    createAssetList("Content//Images//Prop//StandHide//");
                    break;
                case State.GuardDog:
                    createAssetList("Content//Images//Sprite//GuardDog//");
                    break;
                case State.LightSwitch:
                    createAssetList("Content//Images//Prop//Button//");
                    break;
                case State.CrossVent:
                    createAssetList("Content//Images//Tile//Ventilation//Cross//");
                    break;
                case State.CornerVent:
                    createAssetList("Content//Images//Tile//Ventilation//Corner//");
                    break;
                case State.TVent:
                    createAssetList("Content//Images//Tile//Ventilation//TVent//");
                    break;
                case State.StraVent:
                    createAssetList("Content//Images//Tile//Ventilation//Straight//");
                    break;
                case State.Ventrance:
                    createAssetList("Content//Images//Tile//Ventilation//Drum//");
                    break;
                case State.EndVent:
                    createAssetList("Content//Images//Tile//Ventilation//EndVent//");
                    break;
                case State.Camera:
                    createAssetList("Content//Images//Sprite//Camera//");
                    break;
                case State.Window:
                    createAssetList("Content//Images//Tile//Window//");
                    break;
                case State.Foreground:
                    createAssetList("Content//Images//Foregrounds//");
                    break;
                case State.Rope:
                    createAssetList(null);
                    break;
                case State.CornerHang:
                    createAssetList(null);
                    break;
                case State.Checkpoint:
                    createAssetList(null);
                    break;
                case State.Prop:
                    createAssetList("Content//Images//Prop//Clutter//");
                    break;
                case State.Key:
                    createAssetList(null);
                    break;
                case State.Heart:
                    createAssetList(null);
                    break;
                case State.Objective:
                    createAssetList("Content//Images//Prop//Consumables//Objective//");
                    break;
                case State.Shadow:
                    createAssetList("Content//Images//Foregrounds//Shadow//");
                    break;
                case State.Parallax:
                    createAssetList("Content//Images//Background//Parallax//");
                    break;
                case State.LockedDoor:
                    createAssetList(null);
                    break;
                case State.FlickeringSign:
                    createAssetList("Content//Images//Tile//Sign//");
                    break;
                case State.Consumable:
                    createAssetList("Content//Images//Prop//Consumables//");
                    break;
            }
            if (m_assetButtonList != null && m_assetButtonList.Count > 0)
            {
                selectAsset(m_assetButtonList.First());
            }
            else
            {
                selectAsset(null);
            }
        }
Esempio n. 9
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        private void setLayer(Button a_button)
        {
            foreach (Button t_button in m_layerButtonList)
            {
                t_button.setState(Button.State.Normal);
            }

            m_currentLayer = int.Parse(a_button.getText()) - 1;
            a_button.setState(Button.State.Toggled);
        }
Esempio n. 10
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        private void selectAsset(Button a_button)
        {
            string t_newAsset = "";
            Vector2 t_assetPosition = m_worldMouse + new Vector2(-36, -36);

            if (a_button != null)
            {
                t_newAsset = a_button.getText();
                foreach (Button t_button in m_assetButtonList)
                {
                    t_button.setState(0);
                }
                a_button.setState(3);
            }

            switch (m_itemToCreate)
            {
                case State.Platform:
                    m_objectPreview = new Platform(t_assetPosition, "Images//Tile//Floor//" + t_newAsset, 0.000f);
                    break;
                case State.Wall:
                    m_objectPreview = new Wall(t_assetPosition, "Images//Tile//Wall//" + t_newAsset, 0.000f);
                    break;
                case State.Delete:
                    m_objectPreview = null;
                    break;
                case State.Guard:
                    m_objectPreview = new Guard(t_assetPosition, "Images//Sprite//Guard//guard_idle", m_worldMouse.X, true, 0.000f);
                    break;
                case State.Ladder:
                    m_objectPreview = new Ladder(t_assetPosition, "Images//Tile//Ladder//" + t_newAsset, 0.000f);
                    break;
                case State.None:
                    m_objectPreview = null;
                    break;
                case State.Player:
                    m_objectPreview = new Player(t_assetPosition, "Images//Sprite//Hero//hero_stand", 0.000f);
                    break;
                case State.SpotLight:
                    m_objectPreview = new SpotLight(t_assetPosition, "Images//LightCone//" + t_newAsset, 0.000f, 0.0f, false);
                    break;
                case State.Background:
                    m_objectPreview = new Environment(t_assetPosition, "Images//Background//" + t_newAsset, 0.000f);
                    break;
                case State.DuckHidingObject:
                    m_objectPreview = new DuckHideObject(t_assetPosition, "Images//Prop//DuckHide//" + t_newAsset, 0.000f);
                    break;
                case State.StandHidingObject:
                    m_objectPreview = new StandHideObject(t_assetPosition, "Images//Prop//StandHide//" + t_newAsset, 0.000f);
                    break;
                case State.GuardDog:
                    m_objectPreview = new GuardDog(t_assetPosition, "Images//Sprite//GuardDog//" + t_newAsset, m_worldMouse.X, m_worldMouse.X, 0.000f);
                    break;
                case State.LightSwitch:
                    m_objectPreview = new LampSwitch(t_assetPosition, "Images//Prop//Button//" + t_newAsset, 0.000f);
                    break;
                case State.CrossVent:
                    m_objectPreview = new CrossVentilation(t_assetPosition, "Images//Tile//Ventilation//Cross//" + t_newAsset, 0.000f);
                    break;
                case State.CornerVent:
                    m_objectPreview = new CornerVentilation(t_assetPosition, "Images//Tile//Ventilation//Corner//" + t_newAsset, 0.000f);
                    break;
                case State.StraVent:
                    m_objectPreview = new StraightVentilation(t_assetPosition, "Images//Tile//Ventilation//Straight//" + t_newAsset, 0.000f);
                    break;
                case State.TVent:
                    m_objectPreview = new TVentilation(t_assetPosition, "Images//Tile//Ventilation//TVent//" + t_newAsset, 0.000f);
                    break;
                case State.Ventrance:
                    m_objectPreview = new VentilationDrum(t_assetPosition, "Images//Tile//Ventilation//Drum//" + t_newAsset, 0.000f);
                    break;
                case State.Window:
                    m_objectPreview = new Window(t_assetPosition, "Images//Tile//Window//" + t_newAsset, 0.000f);
                    break;
                case State.Foreground:
                    m_objectPreview = new Foreground(t_assetPosition, "Images//Foregrounds//" + t_newAsset, 0.000f);
                    break;
                case State.CornerHang:
                    m_objectPreview = new CornerHang(t_assetPosition, "Images//Automagi//cornerthingy", 0.000f);
                    break;
                case State.Checkpoint:
                    m_objectPreview = new CheckPoint(t_assetPosition, "Images//Prop//Clutter//backdrop_door", 0.000f);
                    break;
                case State.Camera:
                    m_objectPreview = new GuardCamera(t_assetPosition, "Images//Sprite//Camera//camera", 0.200f, (float)(Math.PI * 0.5), (float)(Math.PI * 0.75), (float)(Math.PI * 0.25), false);
                    break;
                case State.Prop:
                    m_objectPreview = new Environment(t_assetPosition, "Images//Prop//Clutter//" + t_newAsset, 0.000f);
                    break;
                case State.Rope:
                    m_objectPreview = new Rope(t_assetPosition, "", 0.000f);
                    break;
                case State.Heart:
                    m_objectPreview = new ConsumableHeart(t_assetPosition, "Images//Prop//Consumables//shinyheart", 0.000f);
                    break;
                case State.Key:
                    m_objectPreview = new ConsumableKey(t_assetPosition, "Images//Automagi//derp_key", 0.000f);
                    break;
                case State.Objective:
                    m_objectPreview = new ConsumableGoal(t_assetPosition, "Images//Prop//Consumables//Objective//" + t_newAsset, 0.000f);
                    break;
                case State.Shadow:
                    m_objectPreview = new CoveringShadow(t_assetPosition, "Images//Foregrounds//Shadow//" + t_newAsset, 0.000f);
                    break;
                case State.EndVent:
                    m_objectPreview = new VentilationEnd(t_assetPosition, "Images//Tile//Ventilation//EndVent//" + t_newAsset, 0.000f);
                    break;
                case State.Parallax:
                    m_objectPreview = new ParallaxEnvironment(t_assetPosition, "Images//Background//Parallax//" + t_newAsset, 0.000f);
                    break;
                case State.LockedDoor:
                    m_objectPreview = new LockedDoor(t_assetPosition, "Images//Prop//SecurityDoor//door", 0.000f);
                    break;
                case State.FlickeringSign:
                    m_objectPreview = new FlickeringSign(t_assetPosition, "Images//Tile//Sign//" + t_newAsset, 0.000f);
                    break;
                case State.Consumable:
                    m_objectPreview = new Consumable(t_assetPosition, "Images//Prop//Consumables//" + t_newAsset, 0.000f);
                    break;
            }
        }
Esempio n. 11
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 private void toggleLevel(Button a_button)
 {
     foreach (Button t_button in m_buttons)
     {
         t_button.setState(Button.State.Normal);
     }
     a_button.setState(Button.State.Toggled);
     chosenLevel = a_button;
 }
Esempio n. 12
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        private void toggleButton(Button a_button)
        {
            if (a_button.getState() == Button.State.Toggled)
            {
                a_button.setState(Button.State.Normal);
            }
            else
            {
                a_button.setState(Button.State.Toggled);
            }

            if (a_button == m_btnFullscreen)
            {
                m_settingsFile["Fullscreen"] = (m_btnFullscreen.getState() == Button.State.Toggled).ToString().ToLower();
            }
            else if (a_button == m_btnAntialias)
            {
                m_settingsFile["Antialias"]	= (m_btnAntialias.getState() == Button.State.Toggled).ToString().ToLower();
            }
            else if (a_button == m_btnVSync)
            {
                m_settingsFile["VSync"]	= (m_btnVSync.getState() == Button.State.Toggled).ToString().ToLower();
            }
        }
Esempio n. 13
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 private void lockButtons(Button a_button)
 {
     GuiListFactory.setSelection(m_keyList, Button.State.Pressed);
     if (a_button != null)
     {
         a_button.setState(Button.State.Toggled);
     }
 }
Esempio n. 14
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        private void createButtons()
        {
            int i = 0;
            m_guiList = new LinkedList<GuiObject>();
            m_keyList = new LinkedList<Button>();
            Vector2 t_textOffset = new Vector2(40, 10);

            string[] t_currentBindings = Loader.getInstance().getSettingsBlock("Input", m_settingsPath);

            foreach (string t_string in t_currentBindings)
            {
                string[] t_settingString = t_string.Split('=');
                m_guiList.AddLast(new Text(new Vector2(400, 300 + (40 * i)), t_settingString[0], "VerdanaBold", Color.White, false));
                m_keyList.AddLast(new Button(null, new Vector2(450, 300 + (40 * i++)), t_settingString[1], "VerdanaBold", Color.White, t_textOffset));
            }

            foreach (Button t_button in m_keyList)
            {
                t_button.m_clickEvent += new Button.clickDelegate(awaitInput);
            }

            m_guiList.AddLast(m_soundLabel = new Text(new Vector2(500, 150), "Sound", "VerdanaBold", m_normal, false));
            m_guiList.AddLast(m_musicLabel = new Text(new Vector2(500, 200), "Music", "VerdanaBold", m_normal, false));
            m_guiList.AddLast(m_soundTF = new TextField(new Vector2(600, 150), 100, 20, false, true, false, 3));
            m_guiList.AddLast(m_musicTF = new TextField(new Vector2(600, 200), 100, 20, false, true, false, 3));
            m_soundTF.setText(m_settingsFile["Sound"].ToString());
            m_musicTF.setText(m_settingsFile["Music"].ToString());
            m_guiList.AddLast(m_resolutionText = new Text(new Vector2(155, 160), m_resolutions[m_resolutionIndex], "VerdanaBold", Color.White, false));
            m_resolutionText.setLayer(0.112f);

            m_keyList.AddLast(m_btnNextResolution	= new Button(null, new Vector2(250, 150)));
            m_keyList.AddLast(m_btnPrevResolution	= new Button(null, new Vector2(100, 150)));
            m_keyList.AddLast(m_btnFullscreen		= new Button(null, new Vector2(100, 200), "Full Screen", "VerdanaBold", Color.White, new Vector2(50, 5)));
            m_keyList.AddLast(m_btnAntialias		= new Button(null, new Vector2(100, 250), "Anti-Alias", "VerdanaBold", Color.White, new Vector2(50, 5)));
            m_keyList.AddLast(m_btnVSync			= new Button(null, new Vector2(100, 300), "Vertical Sync", "VerdanaBold", Color.White, new Vector2(50, 5)));
            m_keyList.AddLast(m_btnApply			= new Button("btn_asset_list", new Vector2(100, 350), "Apply", "VerdanaBold", Color.White, new Vector2(5, 3)));
            m_btnSave								= new TextButton(Vector2.Zero, "Accept", "MotorwerkLarge", m_normal, m_hover, m_pressed, Color.Red);
            m_btnExit								= new TextButton(Vector2.Zero, "Cancel", "MotorwerkLarge", m_normal, m_hover, m_pressed, Color.Red);
            m_btnSave.setPosition(new Vector2(15, Game.getInstance().getResolution().Y - 150));
            m_btnExit.setPosition(new Vector2(15, Game.getInstance().getResolution().Y - 90));

            m_btnNextResolution.m_clickEvent	+= new Button.clickDelegate(nextResolution);
            m_btnPrevResolution.m_clickEvent	+= new Button.clickDelegate(prevResolution);
            m_btnFullscreen.m_clickEvent		+= new Button.clickDelegate(toggleButton);
            m_btnAntialias.m_clickEvent			+= new Button.clickDelegate(toggleButton);
            m_btnVSync.m_clickEvent				+= new Button.clickDelegate(toggleButton);
            m_btnApply.m_clickEvent				+= new Button.clickDelegate(testGraphics);
            m_btnSave.m_clickEvent				+= new TextButton.clickDelegate(saveSettings);
            m_btnExit.m_clickEvent				+= new TextButton.clickDelegate(exitSettings);

            if (Game.getInstance().m_graphics.IsFullScreen)
            {
                m_btnFullscreen.setState(Button.State.Toggled);
            }
            if (Game.getInstance().m_graphics.PreferMultiSampling)
            {
                m_btnAntialias.setState(Button.State.Toggled);
            }
            if (Game.getInstance().m_graphics.SynchronizeWithVerticalRetrace)
            {
                m_btnVSync.setState(Button.State.Toggled);
            }

            foreach (Button t_button in m_keyList)
            {
                t_button.setLayer(0.112f);
            }
        }