Exemplo n.º 1
0
        }   // end of VideoOutput c'tor

        public override bool Refresh(List <UpdateObject> updateList, List <RenderObject> renderList)
        {
            bool result = false;

            if (state != pendingState)
            {
                if (pendingState == States.Active)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    renderList.Add(renderObj);
                    renderObj.Activate();
                }
                else
                {
                    renderObj.Deactivate();
                    renderList.Remove(renderObj);
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);
                }

                state = pendingState;
            }

            return(result);
        }   // end of VideoOutput Refresh()
Exemplo n.º 2
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        public override bool Refresh(List <UpdateObject> updateList, List <RenderObject> renderList)
        {
            bool result = false;

            if (state != pendingState)
            {
                if (pendingState == States.Active)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    renderList.Add(renderObj);
                    renderObj.Activate();

                    BokuGame.Audio.PlayStartupSound();
                }
                else
                {
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);
                    renderObj.Deactivate();
                    renderList.Remove(renderObj);

                    // Since we never come back to this object, flush the device dependent textures.
                    UnloadContent();
                }

                state = pendingState;
            }

            return(result);
        }   // end of TitleScreen Refresh()
Exemplo n.º 3
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        }   // end of UIShim c'tor

        public override bool Refresh(List <UpdateObject> updateList, List <RenderObject> renderList)
        {
            bool result = false;    // Did we delete ourself?

            // Check if state has changed.
            if (pendingState != state)
            {
                if (pendingState == States.Active)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    /// Don't add it to the renderlist, it's handed directly to the
                    /// InGame so that it can be rendered at the right time. ***
                    renderObj.Activate();
                }
                else if (pendingState == States.Inactive)
                {
                    renderObj.Deactivate();
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);
                }
                state = pendingState;
            }

            // Refresh children.
            for (int i = 0; i < childList.Count; i++)
            {
                GameObject obj = (GameObject)childList[i];
                obj.Refresh(updateObj.updateList, renderObj.renderList);
            }

            return(result);
        }
Exemplo n.º 4
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        }   // end of MainMenu OnCancel()

        public override bool Refresh(List <UpdateObject> updateList, List <RenderObject> renderList)
        {
            bool result = false;

            if (state != pendingState)
            {
                if (pendingState == States.Active)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    renderList.Add(renderObj);
                    renderObj.Activate();

                    shared.menu.Active = true;
                    shared.timer.Reset(BokuGame.bokuGame.rnd.NextDouble());
                }
                else
                {
                    shared.menu.Active = false;

                    renderObj.Deactivate();
                    renderList.Remove(renderObj);
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);
                }

                state = pendingState;
            }

            return(result);
        }   // end of MainMenu Refresh()
Exemplo n.º 5
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        public override bool Refresh(ArrayList updateList, ArrayList renderList)
        {
            bool result = false;

            if (state != pendingState)
            {
                if (pendingState)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    renderList.Add(renderObj);
                    renderObj.Activate();
                }
                else
                {
                    BokuGame.gameListManager.RemoveObject(this);
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);
                    renderObj.Deactivate();
                    renderList.Remove(renderObj);

                    result = true;
                }

                state = pendingState;
            }

            // call refresh on child list

            return(result);
        }   // end of LightColumn Refresh()
Exemplo n.º 6
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        public override bool Refresh(List <UpdateObject> updateList, List <RenderObject> renderList)
        {
            bool result = false;

            if (state != pendingState)
            {
                if (pendingState == States.Active)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    renderList.Add(renderObj);
                    renderObj.Activate();

                    // Do stack handling here.  If we do it in the update object we have no
                    // clue which order things get pushed and popped and madness ensues.
                    // If we do this in the Activate/Deactivate calls then we get garbaged
                    // handling if we're polling.  What can happen is that we pop ourselves
                    // because of a 'B' button that we polled but then we no longer have input
                    // focus and the next object in the update list may also look for and
                    // find the B button being pressed.
                    CommandStack.Push(commandMap);
                }
                else
                {
                    renderObj.Deactivate();
                    renderList.Remove(renderObj);
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);

                    // Do stack handling here.  If we do it in the update object we have no
                    // clue which order things get pushed and popped and madness ensues.
                    // If we do this in the Activate/Deactivate calls then we get garbaged
                    // handling if we're polling.  What can happen is that we pop ourselves
                    // because of a 'B' button that we polled but then we no longer have input
                    // focus and the next object in the update list may also look for and
                    // find the B button being pressed.
                    CommandStack.Pop(commandMap);
                }

                state = pendingState;
            }

            return(result);
        }
Exemplo n.º 7
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        public override bool Refresh(List <UpdateObject> updateList, List <RenderObject> renderList)
        {
            bool result = false;

            if (state != pendingState)
            {
                if (pendingState == States.Active)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    renderList.Add(renderObj);
                    renderObj.Activate();

                    shared.menu.Active = true;

                    // If we were in first person mode, reset things as needed.  Need to
                    // do this here instead of in Activate since there we still need to
                    // render another frame.
                    if (CameraInfo.FirstPersonActive)
                    {
                        CameraInfo.FirstPersonActor.SetFirstPerson(false);
                        CameraInfo.ResetAllLists();
                        CameraInfo.Mode = CameraInfo.Modes.Edit;
                        InGame.inGame.Camera.FollowCameraDistance = 10.0f;
                    }
                }
                else
                {
                    shared.menu.Active = false;

                    renderObj.Deactivate();
                    renderList.Remove(renderObj);
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);
                }

                state = pendingState;
            }

            return(result);
        }
Exemplo n.º 8
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        }   // end of LoadLevelMenu SetToDownloadsTab()

        #endregion

        #region Internal

        public override bool Refresh(ArrayList updateList, ArrayList renderList)
        {
            bool result = false;

            if (state != pendingState)
            {
                if (pendingState == States.Active)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    renderList.Add(renderObj);
                    renderObj.Activate();

                    UIGrid grid = shared.GetGridFromCurTab();
                    if (grid != null)
                    {
                        grid.Active = true;
                    }
                }
                else
                {
                    UIGrid grid = shared.GetGridFromCurTab();
                    if (grid != null)
                    {
                        grid.Active = false;
                    }

                    renderObj.Deactivate();
                    renderList.Remove(renderObj);
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);
                }

                state = pendingState;
            }

            return(result);
        }
Exemplo n.º 9
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        }   // end of DoneLoadingContent()

        public override bool Refresh(List <UpdateObject> updateList, List <RenderObject> renderList)
        {
            bool result = false;

            if (state != pendingState)
            {
                if (pendingState)
                {
                    updateList.Add(updateObj);
                    updateObj.Activate();
                    renderList.Add(renderObj);
                    renderObj.Activate();
                }
                else
                {
                    BokuGame.gameListManager.RemoveObject(this);
                    renderObj.Deactivate();
                    renderList.Remove(renderObj);
                    updateObj.Deactivate();
                    updateList.Remove(updateObj);

                    titleScreen.Deactivate();
                    logonDialog.Deactivate();

                    result = true;
                }

                state = pendingState;
            }

            // call refresh on child list.
            titleScreen.Refresh(updateObj.updateList, renderObj.renderList);
            logonDialog.Refresh(updateObj.updateList, renderObj.renderList);

            return(result);
        }   // end of TitleScreenMode Refresh()