root/src/GameStateManagement/Screens/OptionsMenuScreen.cs

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Author: conkerjo

Revision: 30 («Previous)


File Size: 4.29 KB

(August 16, 2009 10:28 UTC) Almost 3 years ago

Added missing files

 
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#region File Description
//-----------------------------------------------------------------------------
// OptionsMenuScreen.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion

#region Using Statements
using Microsoft.Xna.Framework;
#endregion

namespace AIDemos
{
    /// <summary>
    /// The options screen is brought up over the top of the main menu
    /// screen, and gives the user a chance to configure the game
    /// in various hopefully useful ways.
    /// </summary>
    public class OptionsMenuScreen : MenuScreen
    {
        #region Fields

        MenuEntry ungulateMenuEntry;
        MenuEntry languageMenuEntry;
        MenuEntry frobnicateMenuEntry;
        MenuEntry elfMenuEntry;

        enum Ungulate
        {
            BactrianCamel,
            Dromedary,
            Llama,
        }

        static Ungulate currentUngulate = Ungulate.Dromedary;

        static string[] languages = { "C#", "French", "Deoxyribonucleic acid" };
        static int currentLanguage = 0;

        static bool frobnicate = true;

        static int elf = 23;

        #endregion

        #region Initialization


        /// <summary>
        /// Constructor.
        /// </summary>
        public OptionsMenuScreen()
            : base("Options")
        {
            // Create our menu entries.
            ungulateMenuEntry = new MenuEntry(string.Empty);
            languageMenuEntry = new MenuEntry(string.Empty);
            frobnicateMenuEntry = new MenuEntry(string.Empty);
            elfMenuEntry = new MenuEntry(string.Empty);

            SetMenuEntryText();

            MenuEntry backMenuEntry = new MenuEntry("Back");

            // Hook up menu event handlers.
            ungulateMenuEntry.Selected += UngulateMenuEntrySelected;
            languageMenuEntry.Selected += LanguageMenuEntrySelected;
            frobnicateMenuEntry.Selected += FrobnicateMenuEntrySelected;
            elfMenuEntry.Selected += ElfMenuEntrySelected;
            backMenuEntry.Selected += OnCancel;
            
            // Add entries to the menu.
            MenuEntries.Add(ungulateMenuEntry);
            MenuEntries.Add(languageMenuEntry);
            MenuEntries.Add(frobnicateMenuEntry);
            MenuEntries.Add(elfMenuEntry);
            MenuEntries.Add(backMenuEntry);
        }


        /// <summary>
        /// Fills in the latest values for the options screen menu text.
        /// </summary>
        void SetMenuEntryText()
        {
            ungulateMenuEntry.Text = "Preferred ungulate: " + currentUngulate;
            languageMenuEntry.Text = "Language: " + languages[currentLanguage];
            frobnicateMenuEntry.Text = "Frobnicate: " + (frobnicate ? "on" : "off");
            elfMenuEntry.Text = "elf: " + elf;
        }


        #endregion

        #region Handle Input


        /// <summary>
        /// Event handler for when the Ungulate menu entry is selected.
        /// </summary>
        void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            currentUngulate++;

            if (currentUngulate > Ungulate.Llama)
                currentUngulate = 0;

            SetMenuEntryText();
        }


        /// <summary>
        /// Event handler for when the Language menu entry is selected.
        /// </summary>
        void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            currentLanguage = (currentLanguage + 1) % languages.Length;

            SetMenuEntryText();
        }


        /// <summary>
        /// Event handler for when the Frobnicate menu entry is selected.
        /// </summary>
        void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            frobnicate = !frobnicate;

            SetMenuEntryText();
        }


        /// <summary>
        /// Event handler for when the Elf menu entry is selected.
        /// </summary>
        void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e)
        {
            elf++;

            SetMenuEntryText();
        }


        #endregion
    }
}