protected override void OnInitialize(object enterInformation) { base.OnInitialize(enterInformation); _panel = new GuiPanel(Game); _connectToServerFrame = Game.GuiSystem.CreateGuiHierarchyFromXml <GuiElement>("Content/GuiLayouts/NetworkGame_Layout.xml"); _connectToServerFrame.FindGuiElementById <Button>("ConnectButton").Click += OnConnect; _connectToServerFrame.FindGuiElementById <Button>("BackButton").Click += OnBack; _panel.AddElement(_connectToServerFrame); _waitDialog = Game.GuiSystem.CreateGuiHierarchyFromXml <Frame>("Content/GuiLayouts/WaitDialog.xml"); _waitDialog.IsActive = false; _waitDialog.Title = string.Empty; _waitDialog.FindGuiElementById <TextBlock>("MessageText").Text = "Connecting to Server..."; _panel.AddElement(_waitDialog); _errorDialog = Game.GuiSystem.CreateGuiHierarchyFromXml <Frame>("Content/GuiLayouts/ConfirmationDialog.xml"); _errorDialog.IsActive = false; _errorDialog.Title = string.Empty; _errorDialog.Color = Color.Red; _errorDialog.FindGuiElementById <Button>("ConfirmButton").Click += () => { _errorDialog.IsActive = false; _connectToServerFrame.IsActive = true; }; _panel.AddElement(_errorDialog); _gameCreationSession = new RemoteGameCreationSession(Game); }
private void OnConnect() { var host = _connectToServerFrame.FindGuiElementById <TextBox>("ServerTextBox").Text; var name = _connectToServerFrame.FindGuiElementById <TextBox>("NickNameTextBox").Text; _gameCreationSession.ConnectToServer(host, name); _connectToServerFrame.IsActive = false; _waitDialog.IsActive = true; }
private void SetButtonTransitionTo(GuiElement root, string buttonId, Type targetState) { var button = root.FindGuiElementById <Button>(buttonId); button.Click += () => { _stateChangeInformation = StateChangeInformation.StateChange(targetState, typeof(SlideTransition)); }; }