public void AddFrame(Frame frame) { if (ActiveFrame != null) ActiveFrame.OnLoseControl(ActiveFrame); _frames.Add(frame); frame.BindToGUIEngine(this); ActiveFrame.OnGainControl(ActiveFrame); }
public void Disconnect() { Client = null; Stop = null; Move = null; Jump = null; Shoot = null; SwitchPhysicsGun = null; EnterPortal = null; ManipulatePhysics = null; ChangePhysicsGunSettings = null; }
public void Connect(Frame client) { Client = client; // if Client := Windows Client Client.KeyDown += new KeyEventHandler(HandleKeydownEvents); Client.KeyUp += new KeyEventHandler(HandleKeyupEvents); Client.MouseClick += new MouseEventHandler(HandleMouseClickEvents); Client.MouseScroll += new MouseEventHandler(HandleMouseScrollEvents); Client.MouseDown += new MouseEventHandler(Client_MouseDown); // else if Client := Xbox Client // **Not Yet Implemented** }
private void InitUI() { var frame = new Frame(); weaponPowerLabel = new HuntTheWumpus.UICore.Controls.Label(Vector2.Zero, ActiveProfile.PhysicsWeaponInventory.WeaponPower.ToString()); weaponPowerLabel.Initialize(); frame.AddControl(weaponPowerLabel); UIManager.AddAndLoad(frame); foreach (Actor actor in ActiveMap.GameObjects) { if (actor.NoTexture) { PolyBody body = (PolyBody)actor.PolyBody; body.tex = GraphicsGenerator.GenerateTexFromPolygon(body); } } GameControler.Singleton.Connect(UIManager.ActiveFrame); UIManager.ActiveFrame.KeyUp += new KeyEventHandler(ActiveFrame_KeyUp); GameControler.Singleton.Move += new GameControler.PlayerEventHandler(PlayerMove); GameControler.Singleton.Stop += new GameControler.PlayerEventHandler(PlayerStop); GameControler.Singleton.EnterPortal += new GameControler.InteractEventHandler(EnterPortal); GameControler.Singleton.ChangePhysicsGunSettings += new GameControler.PlayerEventHandler(ChangePhysicsGunSettings); GameControler.Singleton.SwitchPhysicsGun += new GameControler.PlayerEventHandler(SwitchPhysicsGun); GameControler.Singleton.Jump += new GameControler.PlayerEventHandler(PlayerJump); GameControler.Singleton.ManipulatePhysics += new GameControler.ManipulatePhysicsEventHandler(ManipulatePhysics); }
private void InitUI() { Size currentWindowSize = (Size)Utilities.DefaultSettings.Settings["WindowSize"]; var frame = new Frame(); //weaponPowerLabel = new HuntTheWumpus.UICore.Controls.Label(Vector2.Zero, ActiveProfile.PhysicsWeaponInventory.WeaponPower.ToString()); //weaponPowerLabel.Initialize(); powerBar = new PowerBar(); Label powerBarTitle = new Label(new Vector2(0, 35), "Power"); powerBarTitle.Initialize(); energyBar = new EnergyBar(); Label energyBarTitle = new Label(new Vector2(0, 50), "Energy"); energyBarTitle.Initialize(); Label playerNameTitle = new Label(new Vector2(currentWindowSize.X/2 - 100, 10),"Player Name: "); Label playerName = new Label(new Vector2(currentWindowSize.X/2 + 30, 10), ActiveProfile.ID); _backGroundMusic.pickBackgroundMusic(1); playerNameTitle.Initialize(); playerName.Initialize(); frame.AddControl(playerName); frame.AddControl(playerNameTitle); //frame.AddControl(weaponPowerLabel); UIManager.AddAndLoad(frame); frame.AddControl(powerBar); frame.AddControl(powerBarTitle); frame.AddControl(energyBar); frame.AddControl(energyBarTitle); GameControler.Singleton.Connect(UIManager.ActiveFrame); UIManager.ActiveFrame.KeyUp += new KeyEventHandler(ActiveFrame_KeyUp); GameControler.Singleton.Move += new GameControler.PlayerEventHandler(PlayerMove); GameControler.Singleton.Stop += new GameControler.PlayerEventHandler(PlayerStop); GameControler.Singleton.EnterPortal += new GameControler.InteractEventHandler(EnterPortal); GameControler.Singleton.ChangePhysicsGunSettings += new GameControler.PlayerEventHandler(ChangePhysicsGunSettings); GameControler.Singleton.SwitchPhysicsGun += new GameControler.PlayerEventHandler(SwitchPhysicsGun); GameControler.Singleton.Jump += new GameControler.PlayerEventHandler(PlayerJump); GameControler.Singleton.ManipulatePhysics += new GameControler.ManipulatePhysicsEventHandler(ManipulatePhysics); GameControler.Singleton.ManipulatePhysicsOn += new GameControler.ManipulatePhysicsEventHandler(Singleton_ManipulatePhysicsOn); GameControler.Singleton.ManipulatePhysicsOff += new GameControler.ManipulatePhysicsEventHandler(Singleton_ManipulatePhysicsOff); }
public void OnLoseControl(Frame sender) { if (LoseControl != null) LoseControl(sender); }
public void OnGainControl(Frame sender) { if (GainControl != null) GainControl(sender); }