Vertices Engine  v1.9.2.92
A Cross Platform game engine developed by Virtex Edge Design.
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VerticesEngine.UI.Menus.vxProfileMenuScreen Class Reference

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. More...

Inheritance diagram for VerticesEngine.UI.Menus.vxProfileMenuScreen:
VerticesEngine.UI.Menus.vxMenuBaseScreen VerticesEngine.vxBaseScene

Public Member Functions

 vxProfileMenuScreen ()
 Constructor.
 
override void LoadContent ()
 Load graphics content for the screen.
 
override void Draw ()
 Draws the menu.
 
- Public Member Functions inherited from VerticesEngine.UI.Menus.vxMenuBaseScreen
 vxMenuBaseScreen (string MenuTitleLocalisationKey)
 Create a new menu with the default navigation flow.
 
 vxMenuBaseScreen (string MenuTitleLocalisationKey, ControllerNavFlow navFlow)
 Create a new menu with a specified navigation flow.
 
virtual void OnCancel (PlayerIndex playerIndex)
 Handler for when the user has cancelled the menu.
 
virtual void SetArtProvider (vxMenuScreenArtProvider NewArtProvider)
 
override string ToString ()
 
- Public Member Functions inherited from VerticesEngine.vxBaseScene
virtual System.Collections.IEnumerator LoadContentAsync ()
 Loads content as part of a Coroutine allowing the game to update frames during the loading process.
 
virtual void UnloadContent ()
 Unload content for the screen.
 
virtual bool PlaySound (vxBaseScene sender, SoundEffect SoundEffect, float Volume=1, float Pitch=0)
 
void ExitScreen ()
 Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which instantly kills the screen, this method respects the transition timings and will give the screen a chance to gradually transition off.
 
virtual void Dispose ()
 

Additional Inherited Members

- Public Attributes inherited from VerticesEngine.UI.Menus.vxMenuBaseScreen
bool IsCursorSetByNavigation = true
 
- Static Public Attributes inherited from VerticesEngine.UI.Menus.vxMenuBaseScreen
static ControllerNavFlow DefaultNavControllerFlow = ControllerNavFlow.Vertical
 The default navigation controller flow for this.
 
static float MenuTransitionOnTime = 0.5f
 
static float MenuTransitionOffTime = 0.5f
 
- Protected Member Functions inherited from VerticesEngine.UI.Menus.vxMenuBaseScreen
virtual vxMenuEntry AddMenuItem (string lockey)
 
virtual vxMenuEntry AddMenuItem (vxMenuEntry menuEntry)
 
vxUIControl AddUIItem (vxUIControl uiItem, bool isMenuItem=false)
 
virtual void OnSelectEntry (int entryIndex, PlayerIndex playerIndex)
 Handler for when the user has chosen a menu entry.
 
void OnCancel (object sender, PlayerIndexEventArgs e)
 Helper overload makes it easy to use OnCancel as a vxMenuEntry event handler.
 
override void OnFirstUpdate ()
 Called at the start of this scenes first update/tick.
 
virtual void HandleMenuNavigation ()
 
- Protected Member Functions inherited from VerticesEngine.vxBaseScene
virtual void OnFirstDraw ()
 Called on the first draw of this scene.
 
- Protected Attributes inherited from VerticesEngine.UI.Menus.vxMenuBaseScreen
ControllerNavFlow NavControllerFlow = ControllerNavFlow.Vertical
 
- Protected Attributes inherited from VerticesEngine.vxBaseScene
bool IsLoadingTimeMeasured = false
 
bool HideIfCovered = true
 
- Properties inherited from VerticesEngine.UI.Menus.vxMenuBaseScreen
virtual bool IsMainMenu [get]
 
vxUIManager UIManager [get]
 THe UI Manager for this menu.
 
vxMenuScreenArtProvider ArtProvider [get, set]
 The Art provider for the Menu Screen.
 
IList< vxMenuEntryMenuEntries [get]
 Gets the list of menu entries, so derived classes can add or change the menu contents.
 
string MenuTitle [get, set]
 Menu Screen Title.
 
List< vxUIControlNavigatableUIItems [get]
 
int UINavIndex [get, set]
 
- Properties inherited from VerticesEngine.vxBaseScene
bool IsPopup [get, protected set]
 Normally when one screen is brought up over the top of another, the first screen will transition off to make room for the new one. This property indicates whether the screen is only a small popup, in which case screens underneath it do not need to bother transitioning off.
 
bool IsRemoved [get, set]
 Has this scene been removed?
 
TimeSpan TransitionOnTime [get, protected set]
 Indicates how long the screen takes to transition on when it is activated.
 
TimeSpan TransitionOffTime [get, protected set]
 Indicates how long the screen takes to transition off when it is deactivated.
 
float TransitionPosition [get, protected set]
 Gets the current position of the screen transition, ranging from zero (fully active, no transition) to one (transitioned fully off to nothing).
 
float TransitionAlpha [get]
 Gets the current alpha of the screen transition, ranging from 1 (fully active, no transition) to 0 (transitioned fully off to nothing).
 
ScreenState ScreenState [get, protected set]
 Gets the current screen transition state.
 
bool IsExiting [get, set]
 There are two possible reasons why a screen might be transitioning off. It could be temporarily going away to make room for another screen that is on top of it, or it could be going away for good. This property indicates whether the screen is exiting for real: if set, the screen will automatically remove itself as soon as the transition finishes.
 
bool IsActive [get]
 Checks whether this screen is active and can respond to user input.
 
bool otherScreenHasFocus [get, set]
 
bool IsFirstLoop [get]
 Gets a value indicating whether this T:VerticesEngine.vxGameBaseScreen is first loop.
 
bool IsLoadingFile [get, set]
 Returns whether we're currently loading a file or not.
 
PlayerIndex? ControllingPlayer [get, set]
 Gets the index of the player who is currently controlling this screen, or null if it is accepting input from any player. This is used to lock the game to a specific player profile. The main menu responds to input from any connected gamepad, but whichever player makes a selection from this menu is given control over all subsequent screens, so other gamepads are inactive until the controlling player returns to the main menu.
 
bool IsContentLoaded [get, set]
 Has all the content been loaded yet?
 
bool coveredByOtherScreen [get, set]
 

Detailed Description

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.

Member Function Documentation

◆ Draw()

override void VerticesEngine.UI.Menus.vxProfileMenuScreen.Draw ( )
virtual

Draws the menu.

Reimplemented from VerticesEngine.UI.Menus.vxMenuBaseScreen.

◆ LoadContent()

override void VerticesEngine.UI.Menus.vxProfileMenuScreen.LoadContent ( )
virtual

Load graphics content for the screen.

Reimplemented from VerticesEngine.UI.Menus.vxMenuBaseScreen.


The documentation for this class was generated from the following file: