Files
OpenRA/OpenRA.Mods.Cnc/Widgets/Logic/CncIngameMenuLogic.cs
Paul Chote f593807617 Rework color picker palette modification.
The old method had the lobby code dig around inside
the palette modification machinery, which was a giant
hack preventing necessary streamlining.
2013-02-22 15:04:41 +13:00

98 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Cnc.Widgets.Logic
{
public class CncIngameMenuLogic
{
Widget menu;
[ObjectCreator.UseCtor]
public CncIngameMenuLogic(Widget widget, World world, Action onExit, WorldRenderer worldRenderer)
{
var resumeDisabled = false;
menu = widget.Get("INGAME_MENU");
var mpe = world.WorldActor.Trait<CncMenuPaletteEffect>();
mpe.Fade(CncMenuPaletteEffect.EffectType.Desaturated);
menu.Get<LabelWidget>("VERSION_LABEL").GetText = WidgetUtils.ActiveModVersion;
bool hideButtons = false;
menu.Get("MENU_BUTTONS").IsVisible = () => !hideButtons;
// TODO: Create a mechanism to do things like this cleaner. Also needed for scripted missions
Action onQuit = () =>
{
Sound.PlayNotification(null, "Speech", "Leave", null);
resumeDisabled = true;
Game.RunAfterDelay(1200, () => mpe.Fade(CncMenuPaletteEffect.EffectType.Black));
Game.RunAfterDelay(1200 + 40 * mpe.Info.FadeLength, () =>
{
Game.Disconnect();
Ui.ResetAll();
Game.LoadShellMap();
});
};
Action doNothing = () => {};
menu.Get<ButtonWidget>("QUIT_BUTTON").OnClick = () =>
CncWidgetUtils.PromptConfirmAction("Abort Mission", "Leave this game and return to the menu?", onQuit, doNothing);
Action onSurrender = () => world.IssueOrder(new Order("Surrender", world.LocalPlayer.PlayerActor, false));
var surrenderButton = menu.Get<ButtonWidget>("SURRENDER_BUTTON");
surrenderButton.IsDisabled = () => (world.LocalPlayer == null || world.LocalPlayer.WinState != WinState.Undefined);
surrenderButton.OnClick = () =>
CncWidgetUtils.PromptConfirmAction("Surrender", "Are you sure you want to surrender?", onSurrender, doNothing);
menu.Get<ButtonWidget>("MUSIC_BUTTON").OnClick = () =>
{
hideButtons = true;
Ui.OpenWindow("MUSIC_PANEL", new WidgetArgs()
{
{ "onExit", () => hideButtons = false },
});
};
menu.Get<ButtonWidget>("SETTINGS_BUTTON").OnClick = () =>
{
hideButtons = true;
Ui.OpenWindow("SETTINGS_PANEL", new WidgetArgs()
{
{ "world", world },
{ "worldRenderer", worldRenderer },
{ "onExit", () => hideButtons = false },
});
};
var resumeButton = menu.Get<ButtonWidget>("RESUME_BUTTON");
resumeButton.IsDisabled = () => resumeDisabled;
resumeButton.OnClick = () =>
{
Ui.CloseWindow();
Ui.Root.RemoveChild(menu);
world.WorldActor.Trait<CncMenuPaletteEffect>().Fade(CncMenuPaletteEffect.EffectType.None);
onExit();
};
// Mission objectives panel
var iop = world.WorldActor.TraitsImplementing<IObjectivesPanel>().FirstOrDefault();
if (iop != null && iop.ObjectivesPanel != null)
Game.OpenWindow(world, iop.ObjectivesPanel);
}
}
}