コード例 #1
0
        public static void LeaveSessionFromGame(ScreenManager screenManager, AudioManager audioManager)// Audio audioHelper)
        {
            // Search through Game.Components to find the NetworkSessionComponent.
            foreach (IGameComponent component in screenManager.Game.Components)
            {
                NetworkSessionComponent self = component as NetworkSessionComponent;

                if (self != null)
                {
                    // Display a message box to confirm the user really wants to leave.
                    string message;

                    if (self.networkSession.IsHost)
                    {
                        message = Resources.ConfirmEndSession;
                    }
                    else
                    {
                        message = Resources.ConfirmLeaveSession;
                    }

                    MessageBoxScreen confirmMessageBox = new MessageBoxScreen(message);

                    // Hook the messge box ok event to actually leave the session.
                    confirmMessageBox.Accepted += delegate
                    {
                        self.LeaveSessionFromGame(audioManager);//audioHelper);
                    };

                    screenManager.AddScreen(confirmMessageBox);

                    break;
                }
            }
        }
コード例 #2
0
ファイル: PauseMenuScreen.cs プロジェクト: bradleat/trafps
        /// <summary>
        /// Event handler for when the Quit Game menu entry is selected.
        /// </summary>
        void QuitGameMenuEntrySelected(object sender, EventArgs e)
        {
            MessageBoxScreen confirmQuitMessageBox =
                new MessageBoxScreen(Resources.ConfirmQuitGame);

            confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmQuitMessageBox);
        }
コード例 #3
0
        /// <summary>
        /// When the user cancels the main menu, ask if they want to exit the sample.
        /// </summary>
        protected override void OnCancel()
        {
            MessageBoxScreen confirmExitMessageBox =
                new MessageBoxScreen(Resources.ConfirmExitGame);

            confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmExitMessageBox);
        }
コード例 #4
0
        /// <summary>
        /// Handle MenuSelect inputs by marking ourselves as ready.
        /// </summary>
        void HandleMenuSelect(LocalNetworkGamer gamer)
        {
            if (!gamer.IsReady)
            {
                gamer.IsReady = true;
            }
            else if (gamer.IsHost)
            {
                // The host has an option to force starting the game, even if not
                // everyone has marked themselves ready. If they press select twice
                // in a row, the first time marks the host ready, then the second
                // time we ask if they want to force start.
                MessageBoxScreen messageBox = new MessageBoxScreen(
                    Resources.ConfirmForceStartGame);

                messageBox.Accepted += ConfirmStartGameMessageBoxAccepted;

                ScreenManager.AddScreen(messageBox);
            }
        }
コード例 #5
0
ファイル: PauseMenuScreen.cs プロジェクト: bradleat/trafps
        /// <summary>
        /// Event handler for when the Quit Game menu entry is selected.
        /// </summary>
        void QuitGameMenuEntrySelected(object sender, EventArgs e)
        {
            MessageBoxScreen confirmQuitMessageBox =
                                    new MessageBoxScreen(Resources.ConfirmQuitGame);

            confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmQuitMessageBox);
        }
コード例 #6
0
ファイル: MainMenuScreen.cs プロジェクト: bradleat/trafps
        /// <summary>
        /// When the user cancels the main menu, ask if they want to exit the sample.
        /// </summary>
        protected override void OnCancel()
        {
            MessageBoxScreen confirmExitMessageBox =
                                    new MessageBoxScreen(Resources.ConfirmExitGame);

            confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted;

            ScreenManager.AddScreen(confirmExitMessageBox);
        }
コード例 #7
0
ファイル: LobbyScreen.cs プロジェクト: bradleat/trafps
        /// <summary>
        /// Handle MenuSelect inputs by marking ourselves as ready.
        /// </summary>
        void HandleMenuSelect(LocalNetworkGamer gamer)
        {
            if (!gamer.IsReady)
            {
                gamer.IsReady = true;
            }
            else if (gamer.IsHost)
            {
                // The host has an option to force starting the game, even if not
                // everyone has marked themselves ready. If they press select twice
                // in a row, the first time marks the host ready, then the second
                // time we ask if they want to force start.
                MessageBoxScreen messageBox = new MessageBoxScreen(
                                                    Resources.ConfirmForceStartGame);

                messageBox.Accepted += ConfirmStartGameMessageBoxAccepted;

                ScreenManager.AddScreen(messageBox);
            }
        }
コード例 #8
0
        //Audio audioHelper)
        void LeaveSessionFromGame(AudioManager audioManager)
        {
            // Remove the NetworkSessionComponent.
            Game.Components.Remove(this);

            // Remove the NetworkSession service.
            Game.Services.RemoveService(typeof(NetworkSession));

            // Dispose the NetworkSession.
            networkSession.Dispose();
            networkSession = null;

            // If we have a sessionEndMessage string explaining why the session has
            // ended (maybe this was a network disconnect, or perhaps the host kicked
            // us out?) create a message box to display this reason to the user.
            MessageBoxScreen messageBox;

            if (!string.IsNullOrEmpty(sessionEndMessage))
                messageBox = new MessageBoxScreen(sessionEndMessage, false);
            else
                messageBox = null;

            // At this point we normally want to return the user all the way to the
            // main menu screen. But what if they just joined a session? In that case
            // they went through this flow of screens:
            //
            //  - MainMenuScreen
            //  - CreateOrFindSessionsScreen
            //  - JoinSessionScreen (if joining, skipped if creating a new session)
            //  - LobbyScreeen
            //
            // If we have these previous screens on the history stack, and the user
            // backs out of the LobbyScreen, the right thing is just to pop off the
            // LobbyScreen and JoinSessionScreen, returning them to the
            // CreateOrFindSessionsScreen (we cannot just back up to the
            // JoinSessionScreen, because it contains search results that will no
            // longer be valid). But if the user is in gameplay, or has been in
            // gameplay and then returned to the lobby, the screen stack will have
            // been emptied.
            //
            // To do the right thing in both cases, we scan through the screen history
            // stack looking for a CreateOrFindSessionScreen. If we find one, we pop
            // any subsequent screens so as to return back to it, while if we don't
            // find it, we just reset everything and go back to the main menu.

            GameScreen[] screens = screenManager.GetScreens();

            // Look for the CreateOrFindSessionsScreen.
            for (int i = 0; i < screens.Length; i++)
            {
                if (screens[i] is CreateOrFindSessionScreen)
                {
                    // If we found one, pop everything since then to return back to it.
                    for (int j = i + 1; j < screens.Length; j++)
                        screens[j].ExitScreen();

                    // Display the why-did-the-session-end message box.
                    if (messageBox != null)
                        screenManager.AddScreen(messageBox);

                    return;
                }
            }

            // If we didn't find a CreateOrFindSessionsScreen, reset everything and
            // go back to the main menu. The why-did-the-session-end message box
            // will be displayed after the loading screen has completed.
            LoadingScreen.Load(screenManager, false, new BackgroundScreen(NetworkSessionComponent.Level.shipMap),
                                                     new MainMenuScreen(),
                                                     messageBox);
        }
コード例 #9
0
        // Audio audioHelper)
        public static void LeaveSessionFromGame(ScreenManager screenManager, AudioManager audioManager)
        {
            // Search through Game.Components to find the NetworkSessionComponent.
            foreach (IGameComponent component in screenManager.Game.Components)
            {
                NetworkSessionComponent self = component as NetworkSessionComponent;

                if (self != null)
                {
                    // Display a message box to confirm the user really wants to leave.
                    string message;

                    if (self.networkSession.IsHost)
                        message = Resources.ConfirmEndSession;
                    else
                        message = Resources.ConfirmLeaveSession;

                    MessageBoxScreen confirmMessageBox = new MessageBoxScreen(message);

                    // Hook the messge box ok event to actually leave the session.
                    confirmMessageBox.Accepted += delegate
                    {
                        self.LeaveSessionFromGame(audioManager);//audioHelper);
                    };

                    screenManager.AddScreen(confirmMessageBox);

                    break;
                }
            }
        }
コード例 #10
0
        /// <summary>
        /// Internal method for leaving the network session. This disposes the
        /// session, removes the NetworkSessionComponent, and returns the user
        /// to the main menu screen.
        /// </summary>
        void LeaveSession()
        {
            // Remove the NetworkSessionComponent.
            Game.Components.Remove(this);

            // Remove the NetworkSession service.
            Game.Services.RemoveService(typeof(NetworkSession));

            // Dispose the NetworkSession.
            networkSession.Dispose();
            networkSession = null;

            // If we have a sessionEndMessage string explaining why the session has
            // ended (maybe this was a network disconnect, or perhaps the host kicked
            // us out?) create a message box to display this reason to the user.
            MessageBoxScreen messageBox;

            if (!string.IsNullOrEmpty(sessionEndMessage))
            {
                messageBox = new MessageBoxScreen(sessionEndMessage, false);
            }
            else
            {
                messageBox = null;
            }

            // At this point we normally want to return the user all the way to the
            // main menu screen. But what if they just joined a session? In that case
            // they went through this flow of screens:
            //
            //  - MainMenuScreen
            //  - CreateOrFindSessionsScreen
            //  - JoinSessionScreen (if joining, skipped if creating a new session)
            //  - LobbyScreeen
            //
            // If we have these previous screens on the history stack, and the user
            // backs out of the LobbyScreen, the right thing is just to pop off the
            // LobbyScreen and JoinSessionScreen, returning them to the
            // CreateOrFindSessionsScreen (we cannot just back up to the
            // JoinSessionScreen, because it contains search results that will no
            // longer be valid). But if the user is in gameplay, or has been in
            // gameplay and then returned to the lobby, the screen stack will have
            // been emptied.
            //
            // To do the right thing in both cases, we scan through the screen history
            // stack looking for a CreateOrFindSessionScreen. If we find one, we pop
            // any subsequent screens so as to return back to it, while if we don't
            // find it, we just reset everything and go back to the main menu.

            GameScreen[] screens = screenManager.GetScreens();

            // Look for the CreateOrFindSessionsScreen.
            for (int i = 0; i < screens.Length; i++)
            {
                if (screens[i] is CreateOrFindSessionScreen)
                {
                    // If we found one, pop everything since then to return back to it.
                    for (int j = i + 1; j < screens.Length; j++)
                    {
                        screens[j].ExitScreen();
                    }

                    // Display the why-did-the-session-end message box.
                    if (messageBox != null)
                    {
                        screenManager.AddScreen(messageBox);
                    }

                    return;
                }
            }

            // If we didn't find a CreateOrFindSessionsScreen, reset everything and
            // go back to the main menu. The why-did-the-session-end message box
            // will be displayed after the loading screen has completed.
            LoadingScreen.Load(screenManager, false, new BackgroundScreen(NetworkSessionComponent.Level.shipMap),
                               new MainMenuScreen(),
                               messageBox);
        }