/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> private void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { const string message = "Are you sure you want to quit?"; var confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> private void PlayGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new GameplayScreen()); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to quit" message box. This uses the loading screen to /// transition from the game back to the main menu screen. /// </summary> private void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to exit" message box. /// </summary> private void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { ScreenManager.Game.Exit(); }
/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> private void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex); }
/// <summary> /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler. /// </summary> protected void OnCancel(object sender, PlayerIndexEventArgs e) { OnCancel(e.PlayerIndex); }
/// <summary> /// Event handler for when the Frobnicate menu entry is selected. /// </summary> private void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { _frobnicate = !_frobnicate; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Elf menu entry is selected. /// </summary> private void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e) { _elf++; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> private void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { _currentUngulate++; if (_currentUngulate > Ungulate.Llama) { _currentUngulate = 0; } SetMenuEntryText(); }
/// <summary> /// Event handler for when the Language menu entry is selected. /// </summary> private void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e) { _currentLanguage = (_currentLanguage + 1) % Languages.Length; SetMenuEntryText(); }