private void EndGame(Player winner)
        {
            if (backgroundSound.IsPlaying)
            {
                backgroundSound.Pause();
            }

            humanControl.Stop();

            // Build menu

            List <MenuIcon> options = new List <MenuIcon>(1);
            MenuIcon        cancel  = new MenuIcon("");

            cancel.region = new GUIRegion(Recellection.windowHandle,
                                          new System.Windows.Rect(0, Globals.VIEWPORT_HEIGHT - 100, Globals.VIEWPORT_WIDTH, 100));
            options.Add(cancel);
            Menu menu = new Menu(options);

            MenuController.LoadMenu(menu);

            Recellection.CurrentState = new EndGameView(!(winner is AIPlayer));

            MenuController.GetInput();

            MenuController.UnloadMenu();
        }
예제 #2
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        /// <summary>
        /// Sets the weight of a fromBuilding by creating a menu and asking the user what weight the fromBuilding should have.
        /// </summary>
        /// <param name="b">The fromBuilding to set a weight for.</param>
        public void SetWeight(Building b)
        {
            Dictionary <MenuIcon, int> doptions = new Dictionary <MenuIcon, int>(8);

            doptions.Add(new MenuIcon(Language.Instance.GetString("NoPriority"), Recellection.textureMap.GetTexture(Globals.TextureTypes.NoPriority)), 0);
            doptions.Add(new MenuIcon(Language.Instance.GetString("LowPriority"), Recellection.textureMap.GetTexture(Globals.TextureTypes.LowPriority)), 50);
            doptions.Add(new MenuIcon(Language.Instance.GetString("HighPriority"), Recellection.textureMap.GetTexture(Globals.TextureTypes.HighPriority)), 100);
            doptions.Add(new MenuIcon(Language.Instance.GetString("Cancel"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No)), -1);

            Menu menu = new Menu(Globals.MenuLayout.FourMatrix,
                                 new List <MenuIcon>(doptions.Keys),
                                 Language.Instance.GetString("SetImportance"));

            MenuController.LoadMenu(menu);

            Recellection.CurrentState = MenuView.Instance;

            MenuIcon selection = MenuController.GetInput();

            if (doptions[selection] >= 0)
            {
                SetWeight(b, doptions[selection]);
            }

            Recellection.CurrentState = WorldView.Instance;
            MenuController.UnloadMenu();
        }
예제 #3
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        private void ChangeVolumeMenu()
        {
            MenuIcon musicVolumeUp   = new MenuIcon(Language.Instance.GetString("MusicVolumeUp"));
            MenuIcon musicVolumeDown = new MenuIcon(Language.Instance.GetString("MusicVolumeDown"));
            MenuIcon sfxVolumeUp     = new MenuIcon(Language.Instance.GetString("EffectsVolumeUp"));
            MenuIcon sfxVolumeDown   = new MenuIcon(Language.Instance.GetString("EffectsVolumeDown"));
            MenuIcon empty           = new MenuIcon("");
            MenuIcon done            = new MenuIcon(Language.Instance.GetString("Cancel"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No));

            List <MenuIcon> iconList = new List <MenuIcon>();;

            iconList.Add(musicVolumeUp);
            iconList.Add(empty);
            iconList.Add(musicVolumeDown);
            iconList.Add(sfxVolumeUp);
            iconList.Add(sfxVolumeDown);
            iconList.Add(done);

            Menu volumeMenu = new Menu(Globals.MenuLayout.NineMatrix, iconList, "");

            MenuController.LoadMenu(volumeMenu);

            bool notFinished = true;

            while (notFinished)
            {
                MenuIcon response = MenuController.GetInput();

                if (response == musicVolumeUp)
                {
                    if (GameOptions.Instance.musicVolume <= 1.0f)
                    {
                        SoundsController.changeMusicVolume(GameOptions.Instance.musicVolume + 0.1f);
                    }
                }
                else if (response == musicVolumeDown)
                {
                    SoundsController.changeMusicVolume(GameOptions.Instance.musicVolume - 0.1f);
                }
                else if (response == sfxVolumeUp)
                {
                    if (GameOptions.Instance.sfxVolume <= 1.0f)
                    {
                        SoundsController.changeEffectsVolume(GameOptions.Instance.sfxVolume + 0.1f);
                    }
                }
                else if (response == sfxVolumeDown)
                {
                    SoundsController.changeEffectsVolume(GameOptions.Instance.sfxVolume - 0.1f);
                }
                else if (response == done)
                {
                    notFinished = false;
                }
            }
            MenuController.UnloadMenu();
        }
예제 #4
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        public void ChangeOptions()
        {
            Menu optionsMenu = BuildMenu();

            MenuController.LoadMenu(optionsMenu);

            Recellection.CurrentState = MenuView.Instance;
            bool notFinished = true;

            while (notFinished)
            {
                MenuIcon response = MenuController.GetInput();

                if (response == mute)
                {
                    if (GameOptions.Instance.musicMuted)
                    {
                        GameOptions.Instance.musicMuted = false;
                        SoundsController.changeEffectsVolume(GameOptions.Instance.sfxVolume);
                        SoundsController.changeMusicVolume(GameOptions.Instance.musicVolume);
                    }
                    else
                    {
                        GameOptions.Instance.musicMuted = true;
                        SoundsController.changeEffectsVolume(0.0f);
                        SoundsController.changeMusicVolume(0.0f);
                    }
                }
                else if (response == volume)
                {
                    ChangeVolumeMenu();
                }
                else if (response == language)
                {
                    ChangeLanguageMenu();
                }
                else if (response == difficulty)
                {
                    ChangeDifficultyMenu();
                }
                else if (response == back)
                {
                    notFinished = false;
                }
                else if (response == credits)
                {
                    PlayCredits();
                }
            }
            MenuController.UnloadMenu();
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="previousSelection"></param>
        private void TileMenu()
        {
            MenuIcon moveUnits = new MenuIcon(Language.Instance.GetString("MoveUnits"), null, Color.Black);
            MenuIcon cancel    = new MenuIcon(Language.Instance.GetString("Cancel"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No), Color.Black);

            List <MenuIcon> menuIcons = new List <MenuIcon>();

            if (theWorld.GetMap().GetTile(previousSelection.absPoint).GetUnits(playerInControll).Count > 0)
            {
                // Only show this options if there are units.
                menuIcons.Add(moveUnits);
            }
            menuIcons.Add(cancel);

            Menu buildingMenu = new Menu(Globals.MenuLayout.FourMatrix, menuIcons, Language.Instance.GetString("TileMenu"), Color.Black);

            MenuController.LoadMenu(buildingMenu);
            Recellection.CurrentState = MenuView.Instance;
            MenuIcon choosenMenu = MenuController.GetInput();

            Recellection.CurrentState = WorldView.Instance;
            MenuController.UnloadMenu();

            if (choosenMenu == moveUnits)
            {
                Selection currSel = retrieveSelection();
                if (!(currSel.state == State.TILE || currSel.state == State.BUILDING))
                {
                    return;
                }


                Tile from = theWorld.GetMap().GetTile(previousSelection.absPoint);
                SelectTile(theWorld.GetMap().GetTile(currSel.absPoint));

                UnitController.MoveUnits(playerInControll, from, selectedTile, from.GetUnits().Count);
            }
        }
        private void upgradeMenu()
        {
            Building building = selectedTile.GetBuilding();

            MenuIcon speed  = new MenuIcon(Language.Instance.GetString("UpgradeSpeed"), null, Color.Black);
            MenuIcon power  = new MenuIcon(Language.Instance.GetString("UpgradePower"), null, Color.Black);
            MenuIcon cancel = new MenuIcon(Language.Instance.GetString("Cancel"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No), Color.Black);

            List <MenuIcon> menuIcons = new List <MenuIcon>();

            menuIcons.Add(speed);
            menuIcons.Add(power);
            menuIcons.Add(cancel);

            Menu upgradeMenu = new Menu(Globals.MenuLayout.FourMatrix, menuIcons, Language.Instance.GetString("UpgradeMenu"), Color.Black);

            MenuController.LoadMenu(upgradeMenu);
            Recellection.CurrentState = MenuView.Instance;
            MenuIcon chosenMenu = MenuController.GetInput();

            Recellection.CurrentState = WorldView.Instance;
            MenuController.UnloadMenu();

            if (chosenMenu == speed)
            {
                if (!playerInControll.unitAcc.PayAndUpgradeSpeed(building))
                {
                    //SoundsController.playSound("Denied");
                }
            }
            else if (chosenMenu == power)
            {
                if (!playerInControll.unitAcc.PayAndUpgradePower(building))
                {
                    //SoundsController.playSound("Denied");
                }
            }
        }
예제 #7
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        /// <summary>
        /// Builds a Menu for changing languages and processes the result.
        /// </summary>
        private void ChangeLanguageMenu()
        {
            String[] availableLanguages = Language.Instance.GetAvailableLanguages();

            #if DEBUG
            LoggerFactory.GetLogger().Info("Available Languages:");
            #endif

            Dictionary <MenuIcon, String> languageDic = new Dictionary <MenuIcon, String>();

            foreach (String lang in availableLanguages)
            {
                #if DEBUG
                LoggerFactory.GetLogger().Info(lang);
                #endif

                MenuIcon aLanguage = new MenuIcon(lang);
                languageDic.Add(aLanguage, lang);
            }

            List <MenuIcon> iconList = new List <MenuIcon>(languageDic.Keys);

            MenuIcon cancel = new MenuIcon(Language.Instance.GetString("Cancel"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No));
            iconList.Add(cancel);

            Menu langMenu = new Menu(Globals.MenuLayout.NineMatrix, iconList, Language.Instance.GetString("ChooseLanguage"));

            MenuController.LoadMenu(langMenu);
            Recellection.CurrentState = MenuView.Instance;

            MenuIcon choosenLang = MenuController.GetInput();
            if (choosenLang != cancel)
            {
                Language.Instance.SetLanguage(languageDic[choosenLang]);
                LoggerFactory.GetLogger().Info("Language set to " + languageDic[choosenLang]);
            }
            MenuController.UnloadMenu();
        }
예제 #8
0
        private void ChangeDifficultyMenu()
        {
            Dictionary <MenuIcon, String> difficultyDic = new Dictionary <MenuIcon, String>();

            #if DEBUG
            LoggerFactory.GetLogger().Info("Available difficulties:");
            #endif

            foreach (String diff in System.Enum.GetNames(typeof(Globals.Difficulty)))
            {
                #if DEBUG
                LoggerFactory.GetLogger().Info(diff);
                #endif

                MenuIcon aDifficulty = new MenuIcon(diff);
                difficultyDic.Add(aDifficulty, diff);
            }

            List <MenuIcon> iconList = new List <MenuIcon>(difficultyDic.Keys);

            MenuIcon cancel = new MenuIcon(Language.Instance.GetString("Cancel"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No));
            iconList.Add(cancel);

            Menu diffMenu = new Menu(Globals.MenuLayout.FourMatrix, iconList, Language.Instance.GetString("ChooseADifficulty"));

            MenuController.LoadMenu(diffMenu);
            Recellection.CurrentState = MenuView.Instance;

            MenuIcon choosenDiff = MenuController.GetInput();

            if (choosenDiff != cancel)
            {
                GameOptions.Instance.difficulty = (Globals.Difficulty)Enum.Parse(typeof(Globals.Difficulty), difficultyDic[choosenDiff]);
                LoggerFactory.GetLogger().Info("Difficulty set to " + difficultyDic[choosenDiff]);
            }
            MenuController.UnloadMenu();
        }
        private void createGUIRegionGridAndScrollZone()
        {
            int numOfRows = (int)(Recellection.viewPort.Height / Globals.TILE_SIZE) - 2;
            int numOfCols = (int)(Recellection.viewPort.Width / Globals.TILE_SIZE) - 2;

            menuMatrix = new MenuIcon[numOfCols, numOfRows];

            scrollZone = new List <MenuIcon>();

            //This will create a matrix with menuIcons, ignoring the ones
            //closest to the edge.
            for (int x = 0; x < numOfCols; x++)
            {
                for (int y = 0; y < numOfRows; y++)
                {
                    menuMatrix[x, y] = new MenuIcon("" + (x + 1) + "_" + (y + 1), null, Color.NavajoWhite);

                    //Should not need a targetRectangle.

                    /*menuMatrix[x, y].targetRectangle = new Microsoft.Xna.Framework.Rectangle(
                     *  x * Globals.TILE_SIZE, y * Globals.TILE_SIZE, Globals.TILE_SIZE, Globals.TILE_SIZE);
                     */
                    //x + 1 and y + 1 should make them not be placed at the edge.
                    menuMatrix[x, y].region = new GUIRegion(Recellection.windowHandle,
                                                            new System.Windows.Rect((x + 1) * Globals.TILE_SIZE, (y + 1) * Globals.TILE_SIZE, Globals.TILE_SIZE, Globals.TILE_SIZE));
                }
            }

            /*
             * The following code creates the scroll zones with this pattern:
             * 1 2 2 2 2 3
             * 4         5
             * 4         5
             * 4         5
             * 6 7 7 7 7 8
             *
             * A number indicates wich index it has in the list, the label describes its position
             */


            #region UglyCode
            int windowWidth  = Recellection.viewPort.Width;
            int windowHeight = Recellection.viewPort.Height;
            //Will code the scroll zones in one line.

            //First is a tile sized square top left on the screen.
            scrollZone.Add(new MenuIcon("-1_-1", null, Color.Chocolate));

            scrollZone[0].region                       = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(0, 0, Globals.TILE_SIZE, Globals.TILE_SIZE));
            scrollZone[0].region.DwellTime             = new TimeSpan(SCROLL_ZONE_DWELL_TIME);
            scrollZone[0].region.HideFeedbackIndicator = true;

            //Second is a laying rectangle spanning the screen width minus two tile widths.
            scrollZone.Add(new MenuIcon("0_-1", null, Color.Chocolate));

            scrollZone[1].region                       = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(Globals.TILE_SIZE, 0, windowWidth - Globals.TILE_SIZE * 2, Globals.TILE_SIZE));
            scrollZone[1].region.DwellTime             = new TimeSpan(SCROLL_ZONE_DWELL_TIME);
            scrollZone[1].region.HideFeedbackIndicator = true;

            //Third is like the first but placed to the far right.
            scrollZone.Add(new MenuIcon("1_-1", null, Color.Chocolate));

            scrollZone[2].region                       = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(windowWidth - Globals.TILE_SIZE, 0, Globals.TILE_SIZE, Globals.TILE_SIZE));
            scrollZone[2].region.DwellTime             = new TimeSpan(SCROLL_ZONE_DWELL_TIME);
            scrollZone[2].region.HideFeedbackIndicator = true;

            //Fourth is a standing rectangle at the left side of the screen, its height is screen height minus two tile heights.
            scrollZone.Add(new MenuIcon("-1_0", null, Color.Chocolate));

            scrollZone[3].region                       = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(0, Globals.TILE_SIZE, Globals.TILE_SIZE, windowHeight - Globals.TILE_SIZE * 2));
            scrollZone[3].region.DwellTime             = new TimeSpan(SCROLL_ZONE_DWELL_TIME);
            scrollZone[3].region.HideFeedbackIndicator = true;

            //Fift is the same as the right but placed at the right side of the screen.
            scrollZone.Add(new MenuIcon("1_0", null, Color.Chocolate));

            scrollZone[4].region                       = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(windowWidth - Globals.TILE_SIZE, Globals.TILE_SIZE, Globals.TILE_SIZE, windowHeight - Globals.TILE_SIZE * 2));
            scrollZone[4].region.DwellTime             = new TimeSpan(SCROLL_ZONE_DWELL_TIME);
            scrollZone[4].region.HideFeedbackIndicator = true;

            //Like the first but at the bottom
            scrollZone.Add(new MenuIcon("-1_1", null, Color.Chocolate));

            scrollZone[5].region                       = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(0, windowHeight - Globals.TILE_SIZE, Globals.TILE_SIZE, Globals.TILE_SIZE));
            scrollZone[5].region.DwellTime             = new TimeSpan(SCROLL_ZONE_DWELL_TIME);
            scrollZone[5].region.HideFeedbackIndicator = true;
            //Like the second but at the bottom
            scrollZone.Add(new MenuIcon("0_1", null, Color.Chocolate));

            scrollZone[6].region                       = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(Globals.TILE_SIZE, windowHeight - Globals.TILE_SIZE, windowWidth - Globals.TILE_SIZE * 2, Globals.TILE_SIZE));
            scrollZone[6].region.DwellTime             = new TimeSpan(SCROLL_ZONE_DWELL_TIME);
            scrollZone[6].region.HideFeedbackIndicator = true;

            //Like the third but at the bottom
            scrollZone.Add(new MenuIcon("1_1", null, Color.Chocolate));

            scrollZone[7].region                       = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(windowWidth - Globals.TILE_SIZE, windowHeight - Globals.TILE_SIZE, Globals.TILE_SIZE, Globals.TILE_SIZE));
            scrollZone[7].region.DwellTime             = new TimeSpan(SCROLL_ZONE_DWELL_TIME);
            scrollZone[7].region.HideFeedbackIndicator = true;

            #endregion

            List <MenuIcon> allMenuIcons = new List <MenuIcon>();

            foreach (MenuIcon mi in menuMatrix)
            {
                allMenuIcons.Add(mi);
            }
            foreach (MenuIcon mi in scrollZone)
            {
                allMenuIcons.Add(mi);
            }
            //here be offscreen regions!
            leftOff  = new MenuIcon(new GUIRegion(IntPtr.Zero, new System.Windows.Rect(-700, 0, 700, Globals.VIEWPORT_HEIGHT)));
            rightOff = new MenuIcon(new GUIRegion(IntPtr.Zero, new System.Windows.Rect(Globals.VIEWPORT_WIDTH, 0, 700, Globals.VIEWPORT_HEIGHT)));
            topOff   = new MenuIcon(new GUIRegion(IntPtr.Zero, new System.Windows.Rect(0, Globals.VIEWPORT_HEIGHT, Globals.VIEWPORT_WIDTH, 700)));
            botOff   = new MenuIcon(new GUIRegion(IntPtr.Zero, new System.Windows.Rect(0, -700, Globals.VIEWPORT_WIDTH, 700)));
            MenuController.LoadMenu(new Menu(allMenuIcons, leftOff, rightOff, topOff, botOff));
            MenuController.DisableMenuInput();
        }
        /// <summary>
        /// Loads the Building menu from a selection.
        /// Must have building on tile.
        /// </summary>
        /// <param name="theSelection"></param>
        private void BuildingMenu()
        {
            World.Map map      = theWorld.GetMap();
            Building  building = selectedTile.GetBuilding();

            if (building == null || building.owner != playerInControll)
            {
                return;
            }
            int toHeal = Math.Min(building.maxHealth - building.currentHealth, building.units.Count());

            MenuIcon setWeight    = new MenuIcon(Language.Instance.GetString("SetWeight"));
            MenuIcon buildCell    = new MenuIcon(Language.Instance.GetString("BuildCell"));
            MenuIcon removeCell   = new MenuIcon(Language.Instance.GetString("RemoveCell"));
            MenuIcon upgradeUnits = new MenuIcon(Language.Instance.GetString("UpgradeUnits") + " (" + playerInControll.unitAcc.GetUpgradeCost() + ")");
            MenuIcon moveUnits    = new MenuIcon(Language.Instance.GetString("MoveUnits"));
            MenuIcon repairCell   = new MenuIcon(Language.Instance.GetString("RepairCell") + " (" + toHeal + ")");
            MenuIcon setAggro     = new MenuIcon(Language.Instance.GetString("SetAggro"));
            MenuIcon Cancel       = new MenuIcon(Language.Instance.GetString("Cancel"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No));

            List <MenuIcon> menuIcons = new List <MenuIcon>();

            menuIcons.Add(setWeight);
            menuIcons.Add(buildCell);
            menuIcons.Add(removeCell);
            menuIcons.Add(upgradeUnits);
            menuIcons.Add(moveUnits);
            menuIcons.Add(repairCell);
            menuIcons.Add(setAggro);
            menuIcons.Add(Cancel);

            Menu buildingMenu = new Menu(Globals.MenuLayout.NineMatrix, menuIcons, Language.Instance.GetString("BuildingMenu"), Color.Black);

            MenuController.LoadMenu(buildingMenu);
            Recellection.CurrentState = MenuView.Instance;
            MenuIcon choosenMenu = MenuController.GetInput();

            Recellection.CurrentState = WorldView.Instance;
            MenuController.UnloadMenu();

            if (choosenMenu.Equals(setWeight))
            {
                GraphController.Instance.SetWeight(building);
            }
            else if (choosenMenu.Equals(buildCell))
            {
                tobii.SetFeedbackColor(Color.DarkGreen);
                Selection destsel;
                do
                {
                    SetConstructionLines(BuildingController.GetValidBuildingInterval(selectedTile.position, theWorld));
                    destsel = retrieveSelection();
                    RemoveconstructionTileLines(BuildingController.GetValidBuildingInterval(selectedTile.position, theWorld));
                }while (destsel.state != State.TILE);

                tobii.SetFeedbackColor(Color.White);

                SelectTile(map.GetTile(destsel.absPoint));

                //TODO Add a check to see if the tile is a correct one. The diffrence between the selected tiles coordinates and the source building shall not exceed 3.
                if (selectedTile.GetBuilding() == null)
                {
                    try
                    {
                        BuildingController.ConstructBuilding(playerInControll, selectedTile, building, theWorld);
                        tobii.SetFeedbackColor(Color.White);
                    }
                    catch (BuildingController.BuildingOutOfRangeException)
                    {
                        logger.Debug("Caught BuildingOutOfRangeExcpetion");
                    }
                }
                else
                {
                    //SoundsController.playSound("Denied");
                    tobii.SetFeedbackColor(Color.White);
                    return;
                }
            }
            else if (choosenMenu.Equals(removeCell))
            {
                BuildingController.RemoveBuilding(building);
            }
            else if (choosenMenu.Equals(upgradeUnits))
            {
                upgradeMenu();
            }
            else if (choosenMenu.Equals(moveUnits))
            {
                tobii.SetFeedbackColor(Color.Red);

                Selection destsel = retrieveSelection();
                if (destsel.state == State.BUILDING || destsel.state == State.TILE)
                {
                    Tile selTile = map.GetTile(destsel.absPoint);
                    UnitController.MoveUnits(playerInControll, selectedTile, selTile, building.GetUnits().Count);
                }

                tobii.SetFeedbackColor(Color.White);
            }
            else if (choosenMenu.Equals(repairCell))
            {
                playerInControll.unitAcc.DestroyUnits(building.units, toHeal);
                building.Repair(toHeal);
            }
            else if (choosenMenu.Equals(setAggro))
            {
                building.IsAggressive = !building.IsAggressive;
                building.UpdateAggressiveness(null, new Event <IEnumerable <Unit> >(building.GetUnits(), EventType.ADD));
            }
            else if (choosenMenu.Equals(Cancel))
            {
                return;
            }
            else
            {
                return;
            }
        }
        private void GameMenu()
        {
            MenuIcon endTurn = new MenuIcon(Language.Instance.GetString("EndTurn"));
            MenuIcon endGame = new MenuIcon(Language.Instance.GetString("EndGame"));
            MenuIcon cancel  = new MenuIcon(Language.Instance.GetString("Cancel"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No));

            List <MenuIcon> options = new List <MenuIcon>(4);

            options.Add(endTurn);
            options.Add(endGame);
            options.Add(cancel);

            Menu menu = new Menu(Globals.MenuLayout.FourMatrix, options, "");

            MenuController.LoadMenu(menu);

            bool done = false;

            while (!done)
            {
                Recellection.CurrentState = MenuView.Instance;
                MenuIcon input = MenuController.GetInput();
                if (input == endTurn)
                {
                    finished = true;
                    break;
                }
                else if (input == endGame)
                {
                    List <MenuIcon> promptOptions = new List <MenuIcon>(2);
                    MenuIcon        yes           = new MenuIcon(Language.Instance.GetString("Yes"), Recellection.textureMap.GetTexture(Globals.TextureTypes.Yes));
                    MenuIcon        no            = new MenuIcon(Language.Instance.GetString("No"), Recellection.textureMap.GetTexture(Globals.TextureTypes.No));
                    promptOptions.Add(yes);
                    promptOptions.Add(no);
                    MenuController.LoadMenu(new Menu(Globals.MenuLayout.Prompt, promptOptions, Language.Instance.GetString("AreYouSureYouWantToEndTheGame")));
                    MenuIcon inp = MenuController.GetInput();
                    MenuController.UnloadMenu();

                    if (inp == yes)
                    {
                        // This should make the player lose :D
                        List <Building> buildingsToRemove = new List <Building>();
                        foreach (Graph g in playerInControll.GetGraphs())
                        {
                            foreach (Building b in g.GetBuildings())
                            {
                                buildingsToRemove.Add(b);
                            }
                        }
                        foreach (Building b in buildingsToRemove)
                        {
                            BuildingController.RemoveBuilding(b);
                        }
                        finished = true;
                        break;
                    }
                }
                else if (input == cancel)
                {
                    break;
                }
            }
            Recellection.CurrentState = WorldView.Instance;
            MenuController.UnloadMenu();
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="player"></param>
        public static void ConstructBuilding(Player player, Tile constructTile, Building sourceBuilding, World theWorld)
        {
            logger.Trace("Constructing a building for a player");
            //TODO Somehow present a menu to the player, and then
            //use the information to ADD (not the document) the fromBuilding.

            MenuIcon baseCell = new MenuIcon(Language.Instance.GetString("BaseCell") +
                                             " (" + player.unitAcc.CalculateBuildingCostInflation(Globals.BuildingTypes.Base) + ")",
                                             Recellection.textureMap.GetTexture(Globals.TextureTypes.BaseBuilding), Color.Black);

            MenuIcon resourceCell = new MenuIcon(Language.Instance.GetString("ResourceCell") +
                                                 " (" + player.unitAcc.CalculateBuildingCostInflation(Globals.BuildingTypes.Resource) + ")",
                                                 Recellection.textureMap.GetTexture(Globals.TextureTypes.ResourceBuilding), Color.Black);

            MenuIcon defensiveCell = new MenuIcon(Language.Instance.GetString("DefensiveCell") +
                                                  " (" + player.unitAcc.CalculateBuildingCostInflation(Globals.BuildingTypes.Barrier) + ")",
                                                  Recellection.textureMap.GetTexture(Globals.TextureTypes.BarrierBuilding), Color.Black);

            MenuIcon aggressiveCell = new MenuIcon(Language.Instance.GetString("AggressiveCell") +
                                                   " (" + player.unitAcc.CalculateBuildingCostInflation(Globals.BuildingTypes.Aggressive) + ")",
                                                   Recellection.textureMap.GetTexture(Globals.TextureTypes.AggressiveBuilding), Color.Black);
            MenuIcon cancel = new MenuIcon(Language.Instance.GetString("Cancel"),
                                           Recellection.textureMap.GetTexture(Globals.TextureTypes.No));
            List <MenuIcon> menuIcons = new List <MenuIcon>();

            menuIcons.Add(baseCell);
            menuIcons.Add(resourceCell);
            menuIcons.Add(defensiveCell);
            menuIcons.Add(aggressiveCell);
            menuIcons.Add(cancel);
            Menu ConstructBuildingMenu = new Menu(Globals.MenuLayout.NineMatrix, menuIcons, Language.Instance.GetString("ChooseBuilding"), Color.Black);

            MenuController.LoadMenu(ConstructBuildingMenu);
            Recellection.CurrentState = MenuView.Instance;
            Globals.BuildingTypes building;

            MenuIcon choosenMenu = MenuController.GetInput();

            Recellection.CurrentState = WorldView.Instance;
            MenuController.UnloadMenu();
            if (choosenMenu.Equals(baseCell))
            {
                building = Globals.BuildingTypes.Base;
            }
            else if (choosenMenu.Equals(resourceCell))
            {
                building = Globals.BuildingTypes.Resource;
            }
            else if (choosenMenu.Equals(defensiveCell))
            {
                building = Globals.BuildingTypes.Barrier;
            }
            else if (choosenMenu.Equals(aggressiveCell))
            {
                building = Globals.BuildingTypes.Aggressive;
            }
            else
            {
                return;
            }


            // If we have selected a tile, and we can place a building at the selected tile...
            try
            {
                if (!AddBuilding(building, sourceBuilding,
                                 constructTile.position, theWorld, player))
                {
                    //SoundsController.playSound("Denied");
                }
            }
            catch (BuildingOutOfRangeException bore)
            {
                throw bore;
            }
        }