/*
* CSMiniGameSelectionPanel.cs
* Authors: Bradley R. Blankenship
* Copyright (c) 2007-2008 Cornell University
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using System;
using System.Collections.Generic;
using System.Text;
using tAC_Engine.GUI;
using Util;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace ColonySim.GUI
{
///
/// Represents the panel that displays the different mini-games that can
/// be played.
///
class CSMiniGameSelectionPanel : GUIRadioContainer
{
#region Fields
// The array of buttons
CSMiniGameButton[] mButtons;
// The current mini game
MiniGameInfo mMiniGame;
#endregion
#region Properties
///
/// The current mini game selected.
///
public MiniGameInfo MiniGame
{
get { return mMiniGame; }
}
#endregion
#region Constructs
///
/// Base constructor.
///
public CSMiniGameSelectionPanel()
{
// Get the mini games
MiniGameInfo[] minigames = AssemblyLocator.AllKnownMiniGames.ToArray();
// Get the number of playable ones
int playableGames = 0;
for (int i = 0; i < minigames.Length; i++)
{
if (minigames[i].CSPlayable)
{
playableGames++;
}
}
// Set the number of playable mini games to buttons
mButtons = new CSMiniGameButton[playableGames];
// Create all of the buttons and add them
for (int i = 0, j = 0; i < minigames.Length && j < mButtons.Length; i++)
{
// If it's playable
if (minigames[i].CSPlayable)
{
// Create the button
mButtons[j] = new CSMiniGameButton();
mButtons[j].MiniGame = minigames[i];
mButtons[j].ToolTipText = minigames[i].DisplayName;
// If we have both names
if (minigames[i].IconDown != null && minigames[i].IconUp != null)
{
mButtons[j].ButtonDownName = minigames[i].IconDown;
mButtons[j].ButtonUpName = minigames[i].IconUp;
}
// Add them
this.Add(mButtons[j]);
// Increment
j++;
}
}
}
#endregion
#region Initialize
///
/// Initialize the components and the sizes of them.
///
public override void Initialize()
{
// Base call
base.Initialize();
}
///
/// Load content for the games.
///
public override void LoadContent()
{
// Base call
base.LoadContent();
// Go through each of the mini game buttons
foreach (CSMiniGameButton button in mButtons)
{
}
}
///
/// Resize the panel.
///
public override void Resize()
{
// Base call
base.Resize();
// Set the size and position of the buttons
Vector2 position = Position;
Vector2 size = new Vector2(Size.X, Size.Y);
foreach (CSMiniGameButton button in mButtons)
{
// Set the size and position
button.Size = size;
button.Position = position;
position.X = button.Bounds.Right;
}
}
#endregion
#region Handle Events
public event EventHandler MiniGameChanged;
public override bool HandleMouseEvent(MouseInputEvent e)
{
// Return value
bool retVal = base.HandleMouseEvent(e);
// If the return value is true
if (retVal)
{
// See which button is pressed
foreach (CSMiniGameButton button in mButtons)
{
// If the button is down
if (button.State == GUIButton.ButtonState.DOWN)
{
// Set the current mini game
mMiniGame = button.MiniGame;
// Invoke Event
if (MiniGameChanged != null)
MiniGameChanged.Invoke(this, EventArgs.Empty);
break;
}
}
}
// Return the value
return retVal;
}
#endregion
}
///
/// Reference a mini-game to let us know it was selected.
///
class CSMiniGameButton : GUIButton
{
#region Fields
// Reference to the mini game we can play
MiniGameInfo mMiniGame;
#endregion
#region Properties
///
/// Allows access to the internal mini-game.
///
public MiniGameInfo MiniGame
{
get { return mMiniGame; }
set
{
// If it's not null
if (value != null)
{
// Set the values
mMiniGame = value;
mToolTipText = mMiniGame.DisplayName;
}
}
}
#endregion
}
}