public void MouseUp(int x, int y, int whichButton) { if (whichButton != 1) { return; } if (_generatingGalaxy) { return; } if (_showingSelection) { _raceSelection.MouseUp(x, y); return; } _playerEmperorName.MouseUp(x, y); _playerHomeworldName.MouseUp(x, y); _numericUpDownAI.MouseUp(x, y); _difficultyComboBox.MouseUp(x, y); if (_playerRaceDescription.MouseUp(x, y)) { return; } if (_galaxyComboBox.MouseUp(x, y)) { if (!_galaxyComboBox.Dropped) { //Update galaxy here _generatingGalaxy = true; _busyText.MoveTo((int)((_gameMain.ScreenWidth / 2) - (_busyText.GetWidth() / 2)), (int)((_gameMain.ScreenHeight / 2) - (_busyText.GetHeight() / 2))); _gameMain.Galaxy.OnGenerateComplete += OnGalaxyGenerated; string reason; if (!_gameMain.Galaxy.GenerateGalaxy((GALAXYTYPE)_galaxyComboBox.SelectedIndex, 1, 1, _gameMain.Random, out reason)) { _generatingGalaxy = false; } } } if (_playerRaceButton.MouseUp(x, y)) { _showingSelection = true; _raceSelection.SetCurrentPlayerInfo(0, _playerRaces[0], _playerColors[0]); } for (int i = 0; i < _numericUpDownAI.Value; i++) { if (_AIRaceButtons[i].MouseUp(x, y)) { _showingSelection = true; _raceSelection.SetCurrentPlayerInfo(i + 1, _playerRaces[i + 1], _playerColors[i + 1]); } } if (_cancelButton.MouseUp(x, y)) { _gameMain.ChangeToScreen(Screen.MainMenu); } if (_okButton.MouseUp(x, y)) { //See if the galaxy is generated. If not, generate it now, then proceed to player setup if (_gameMain.Galaxy.GetAllStars().Count == 0) { SetUpGalaxy(); } else { SetUpEmpiresAndStart(); } } }
public override bool MouseUp(int x, int y) { if (!_isOwnedSystem) { return(base.MouseUp(x, y)); } if (IsTransferring) { if (_popTransferSlider.MouseUp(x, y)) { _transferLabel.SetText("Moving " + _popTransferSlider.TopIndex + " Population"); return(true); } if (_transferToButton.MouseUp(x, y)) { if (TransferSystem != null && TransferSystem.IsValid) { if (TransferSystem.StarSystem == _currentSystem) { _currentSystem.Planets[0].TransferSystem = new KeyValuePair <TravelNode, int>(new TravelNode(), 0); } else { _currentSystem.Planets[0].TransferSystem = new KeyValuePair <TravelNode, int>(TransferSystem, _popTransferSlider.TopIndex); } _transferLabel.SetText("Moving " + _currentSystem.Planets[0].TransferSystem.Value + " Pop"); _transferLabel.MoveTo(_xPos + 10, _yPos + 440); TransferSystem = null; //Done setting transfer } IsTransferring = false; return(true); } } if (IsRelocating) { if (_relocateToButton.MouseUp(x, y)) { if (RelocateSystem.IsValid) { _currentSystem.Planets[0].RelocateToSystem = RelocateSystem; IsRelocating = false; RelocateSystem = null; } } } if (_name.MouseUp(x, y)) { return(true); } if (_infrastructureSlider.MouseUp(x, y)) { _currentSystem.Planets[0].SetOutputAmount(OUTPUT_TYPE.INFRASTRUCTURE, _infrastructureSlider.TopIndex, false); Refresh(); return(true); } if (_researchSlider.MouseUp(x, y)) { _currentSystem.Planets[0].SetOutputAmount(OUTPUT_TYPE.RESEARCH, _researchSlider.TopIndex, false); Refresh(); return(true); } if (_environmentSlider.MouseUp(x, y)) { _currentSystem.Planets[0].SetOutputAmount(OUTPUT_TYPE.ENVIRONMENT, _environmentSlider.TopIndex, false); Refresh(); return(true); } if (_defenseSlider.MouseUp(x, y)) { _currentSystem.Planets[0].SetOutputAmount(OUTPUT_TYPE.DEFENSE, _defenseSlider.TopIndex, false); Refresh(); return(true); } if (_constructionSlider.MouseUp(x, y)) { _currentSystem.Planets[0].SetOutputAmount(OUTPUT_TYPE.CONSTRUCTION, _constructionSlider.TopIndex, false); Refresh(); return(true); } if (_infrastructureLockButton.MouseUp(x, y)) { _currentSystem.Planets[0].InfrastructureLocked = !_currentSystem.Planets[0].InfrastructureLocked; _infrastructureSlider.SetEnabledState(!_currentSystem.Planets[0].InfrastructureLocked); _infrastructureLockButton.Selected = _currentSystem.Planets[0].InfrastructureLocked; return(true); } if (_researchLockButton.MouseUp(x, y)) { _currentSystem.Planets[0].ResearchLocked = !_currentSystem.Planets[0].ResearchLocked; _researchSlider.SetEnabledState(!_currentSystem.Planets[0].ResearchLocked); _researchLockButton.Selected = _currentSystem.Planets[0].ResearchLocked; return(true); } if (_environmentLockButton.MouseUp(x, y)) { _currentSystem.Planets[0].EnvironmentLocked = !_currentSystem.Planets[0].EnvironmentLocked; _environmentSlider.SetEnabledState(!_currentSystem.Planets[0].EnvironmentLocked); _environmentLockButton.Selected = _currentSystem.Planets[0].EnvironmentLocked; return(true); } if (_defenseLockButton.MouseUp(x, y)) { _currentSystem.Planets[0].DefenseLocked = !_currentSystem.Planets[0].DefenseLocked; _defenseSlider.SetEnabledState(!_currentSystem.Planets[0].DefenseLocked); _defenseLockButton.Selected = _currentSystem.Planets[0].DefenseLocked; return(true); } if (_constructionLockButton.MouseUp(x, y)) { _currentSystem.Planets[0].ConstructionLocked = !_currentSystem.Planets[0].ConstructionLocked; _constructionSlider.SetEnabledState(!_currentSystem.Planets[0].ConstructionLocked); _constructionLockButton.Selected = _currentSystem.Planets[0].ConstructionLocked; return(true); } if (_relocateToButton.MouseUp(x, y)) { IsRelocating = true; _generalPurposeText.SetText("Select a friendly system to send newly built ships"); _relocateToButton.Active = false; return(true); } if (_transferToButton.MouseUp(x, y)) { IsTransferring = true; _transferLabel.MoveTo(_xPos + 20, _yPos + 370); _transferLabel.SetText("Moving 0 Population"); _popTransferSlider.SetAmountOfItems((int)(_currentSystem.Planets[0].TotalPopulation / 2)); _generalPurposeText.SetText("Select a colonized planet to send population"); return(true); } if (_constructionProjectButton.MouseUp(x, y)) { _currentSystem.Planets[0].ShipBeingBuilt = _currentEmpire.FleetManager.GetNextShipDesign(_currentSystem.Planets[0].ShipBeingBuilt); Refresh(); } return(base.MouseUp(x, y)); }
public override bool MouseUp(int x, int y) { if (_promptShowing) { if (!_saveGameNameField.MouseUp(x, y) && !string.IsNullOrEmpty(_saveGameNameField.Text)) { _promptShowing = false; _gameMain.SaveGame(_saveGameNameField.Text); GetSaveList(); //Refresh the list after saving } } if (_scrollBar.MouseUp(x, y)) { RefreshSaveButtons(); return(true); } if (_buttons[0].MouseUp(x, y)) { var func = CloseWindow; if (func != null) { func(); } _gameMain.ClearAll(); _gameMain.ChangeToScreen(Screen.NewGame); return(true); } if (_buttons[1].MouseUp(x, y)) { _promptShowing = true; if (_selectedGame >= 0) { _saveGameNameField.SetText(_files[_selectedGame].Name.Substring(0, _files[_selectedGame].Name.Length - _files[_selectedGame].Extension.Length)); } else { _saveGameNameField.SetText(string.Empty); } _saveGameNameField.Select(); return(true); } if (_buttons[2].MouseUp(x, y)) { var func = CloseWindow; if (func != null) { func(); } _gameMain.LoadGame(_files[_selectedGame].Name); return(true); } if (_buttons[3].MouseUp(x, y)) { //TODO: Add prompt to ensure user really want to exit _gameMain.ExitGame(); return(true); } for (int i = 0; i < _maxVisible; i++) { if (_saveGameButtons[i].MouseUp(x, y)) { foreach (var button in _saveGameButtons) { button.Selected = false; } _saveGameButtons[i].Selected = true; _selectedGame = i + _scrollBar.TopIndex; _buttons[2].Enabled = true; return(true); } } if (!base.MouseUp(x, y)) { //Clicked outside the window, close this window if (CloseWindow != null) { CloseWindow(); } } else { //Clicked inside window, clear save game selection, if any _selectedGame = -1; foreach (var button in _saveGameButtons) { button.Selected = false; } _buttons[2].Enabled = false; } return(false); }
public override bool MouseUp(int x, int y) { if (!_colonizing) { for (int i = 0; i < _maxShips; i++) { if (_shipButtons[i].MouseUp(x, y)) { foreach (var button in _shipButtons) { button.Selected = false; } _shipButtons[i].Selected = true; } } if (_cancelButton.MouseUp(x, y)) { if (Completed != null) { Completed(); } } if (_colonizeButton.MouseDown(x, y)) { int whichShip = 0; for (int i = 0; i < _maxShips; i++) { if (_shipButtons[i].Selected) { whichShip = i; break; } } var ship = _colonyShips[whichShip]; _colonizingFleet.ColonizePlanet(ship); _nameTextBox.SetText(_starSystem.Name); //Select the textbox so it'd capture the keypresses _nameTextBox.MouseDown(_gameMain.ScreenWidth / 2, _gameMain.ScreenHeight / 2); _nameTextBox.MouseUp(_gameMain.ScreenWidth / 2, _gameMain.ScreenHeight / 2); _landingShipPos = _gameMain.ScreenHeight / 2 - 300; _groundView = _starSystem.Planets[0].GroundSprite; _landingShip = _colonizingFleet.Empire.EmpireRace.LandingShip; _showingText = false; _colonizing = true; } } else { if (!_showingText) { _showingText = true; _landingShipPos = _gameMain.ScreenHeight / 2 + 50; } else { if (!_nameTextBox.MouseUp(x, y) && !string.IsNullOrEmpty(_nameTextBox.Text)) { _starSystem.Name = _nameTextBox.Text; _colonizing = false; _showingText = false; //Done if (Completed != null) { Completed(); } } } } return(false); }