private static void Update(GameTime time) { // As an example, we'll use the F5 key to make the game full screen if (Global.KeyboardState.IsKeyReleased(Keys.F5)) { Settings.ToggleFullScreen(); } else if (Global.KeyboardState.IsKeyReleased(Keys.Escape)) { Game.Instance.Exit(); } //return; // Called each logic update. switch (_state) { case SadGuiState.Start: _state = LoadBlocksAsync(); return; case SadGuiState.Action: return; case SadGuiState.Login: _state = !_controller.IsWalletCreated ? CreateWallet() : Unlock(); return; case SadGuiState.Mnemoic: _state = ShowMnemonic(); break; case SadGuiState.Selection: if (_selectionScreen == null) { if (_playScreen != null) { _playScreen.IsVisible = false; } _playScreen = null; SelectionScreen(); break; } _selectionScreen.ProcessKeyboard(Global.KeyboardState); _state = _selectionScreen.GetState(); break; case SadGuiState.Play: if (_playScreen == null) { if (_selectionScreen != null) { _selectionScreen.IsVisible = false; } _selectionScreen = null; PlayScreen(); break; } _playScreen.ProcessKeyboard(Global.KeyboardState); _state = _playScreen.GetState(); break; case SadGuiState.Fatalerror: _state = Warning("A fatal error happend!", true); break; case SadGuiState.Quit: Game.Instance.Exit(); break; } }
private static void Update(GameTime time) { // As an example, we'll use the F5 key to make the game full screen if (Global.KeyboardState.IsKeyReleased(Microsoft.Xna.Framework.Input.Keys.F5)) { Settings.ToggleFullScreen(); } else if (Global.KeyboardState.IsKeyReleased(Microsoft.Xna.Framework.Input.Keys.Escape)) { SadConsole.Game.Instance.Exit(); } //return; // Called each logic update. switch (_state) { case SadGuiState.START: _state = LoadBlocksAsync(); return; case SadGuiState.ACTION: return; case SadGuiState.LOGIN: if (!_controller.IsWalletCreated) { _state = CreateWallet(); } else { _state = Unlock(); } return; case SadGuiState.MNEMOIC: _state = ShowMnemoic(); break; case SadGuiState.SELECTION: if (_selectionScreen == null) { _playScreen = null; SelectionScreen(); _selectionScreen.Init(); break; } _selectionScreen.ProcessKeyboard(Global.KeyboardState); _state = _selectionScreen.GetState(); break; case SadGuiState.PLAY: if (_playScreen == null) { _selectionScreen = null; PlayScreen(); break; } _playScreen.ProcessKeyboard(Global.KeyboardState); _state = _playScreen.GetState(); break; case SadGuiState.FATALERROR: _state = Warning("A fatal error happend!", true); break; case SadGuiState.QUIT: SadConsole.Game.Instance.Exit(); break; } }