private static CreateGameState CreateCreateGameState(ITAlertPhotonClient client, CreateGameController createGameController, ScenarioController scenarioController) { var input = new CreateGameStateInput(client, scenarioController); var state = new CreateGameState(input, createGameController); var joinedRoomTransition = new OnEventTransition(RoomState.StateName); var previousStateTransition = new OnEventTransition(ScenarioListState.StateName); input.JoinedRoomEvent += joinedRoomTransition.ChangeState; input.BackClickedEvent += previousStateTransition.ChangeState; state.AddTransitions(joinedRoomTransition, previousStateTransition); return(state); }
public static Gui InitializeCreateGameInterface(ref AnoleEngine.Engine objEngineInstance, CreateGameState state) { Gui UI = new Gui(objEngineInstance.GameWindow); float fltX = objEngineInstance.GameWindow.Size.X; float fltY = objEngineInstance.GameWindow.Size.Y; TextBox txbGameName = new TextBox(); txbGameName.Size = new Vector2f(600, 25); float fltGameNameXPos = 200; float fltGameNameYPos = 250; txbGameName.Position = new Vector2f(fltGameNameXPos, fltGameNameYPos); txbGameName.SetRenderer(UI_Renderers.UITextBoxRenderer.Data); UI.Add(txbGameName, "txbGameName"); ComboBox cmbRuleSet = new ComboBox(); cmbRuleSet.Size = new Vector2f(300, 25); float fltRuleSetXPos = 200; float fltRuleSetYPos = 300; cmbRuleSet.Position = new Vector2f(fltRuleSetXPos, fltRuleSetYPos); cmbRuleSet.SetRenderer(UI_Renderers.UIComboBoxRenderer.Data); cmbRuleSet.Renderer.ListBox = UI_Renderers.UIListBoxRenderer.Data; cmbRuleSet.AddItem("Default 1", "Default1"); cmbRuleSet.AddItem("Default 2", "Default2"); UI.Add(cmbRuleSet, "RuleSetSelect"); Label lblRuleSetLabel = new Label("Select Rule Set:"); lblRuleSetLabel.Position = new Vector2f(200, 275); lblRuleSetLabel.Size = new Vector2f(200, 25); lblRuleSetLabel.SetRenderer(UI_Renderers.UILabelRenderer.Data); UI.Add(lblRuleSetLabel, "lblRuleSetLabel"); ComboBox cmbSelectMap = new ComboBox(); cmbSelectMap.Size = new Vector2f(300, 25); float fltSelectMapXPos = 200; float fltSelectMapYPos = 375; cmbSelectMap.Position = new Vector2f(fltSelectMapXPos, fltSelectMapYPos); cmbSelectMap.SetRenderer(UI_Renderers.UIComboBoxRenderer.Data); cmbSelectMap.Renderer.ListBox = UI_Renderers.UIListBoxRenderer.Data; cmbSelectMap.AddItem("Desert Canyon", "Default1"); cmbSelectMap.AddItem("Artcic", "Default2"); UI.Add(cmbSelectMap, "MapSelect"); Label lblSelectMapLabel = new Label("Select Map:"); lblSelectMapLabel.Position = new Vector2f(200, 350); lblSelectMapLabel.Size = new Vector2f(200, 25); lblSelectMapLabel.SetRenderer(UI_Renderers.UILabelRenderer.Data); UI.Add(lblSelectMapLabel, "lblSelectMapLabel"); Button BackButton = new Button("BACK"); BackButton.Size = new Vector2f(200, 50); float fltJBackButtonXPos = 100; float fltBackButtonYPos = 50; BackButton.Position = new Vector2f(fltJBackButtonXPos, fltBackButtonYPos); BackButton.SetRenderer(UI_Renderers.UIBackButtonRenderer.Data); UI.Add(BackButton, "BackButton"); Button CreateGameButton = new Button("CREATE GAME"); CreateGameButton.Size = new Vector2f(200, 50); float fltJCreateGameButtonXPos = 1300; float fltCreateGameButtonYPos = 900; CreateGameButton.Position = new Vector2f(fltJCreateGameButtonXPos, fltCreateGameButtonYPos); CreateGameButton.SetRenderer(UI_Renderers.UIButtonRenderer.Data); UI.Add(CreateGameButton, "CreateGameButton"); //((Button)UI.Get("JoinGameButton")).Clicked += new EventHandler<SignalArgsVector2f>(state.JoinGameEvent); //((Button)UI.Get("RefreshListButton")).Clicked += new EventHandler<SignalArgsVector2f>(state.RefreshServerListEvent); //((Button)UI.Get("BackButton")).Clicked += new EventHandler<SignalArgsVector2f>(state.BackToMainMenuEvent); //((Button)UI.Get("CreateGameButton")).Clicked += new EventHandler<SignalArgsVector2f>(state.CreateGameEvent); return(UI); }