[gbrainy] Indicate what the time bar is for + pause button disable during memory games preview
- From: Jordi Mas <jmas src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gbrainy] Indicate what the time bar is for + pause button disable during memory games preview
- Date: Tue, 25 May 2010 06:10:35 +0000 (UTC)
commit 7ab8a3fbd0df3f8383002eb77e2367e233b501ee
Author: Jordi Mas <jmas softcatala org>
Date: Tue May 25 08:11:23 2010 +0200
Indicate what the time bar is for + pause button disable during memory games preview
src/Clients/Classical/gbrainy.cs | 27 +++++++++++++++++++--------
src/Core/Main/Memory.cs | 3 +++
2 files changed, 22 insertions(+), 8 deletions(-)
---
diff --git a/src/Clients/Classical/gbrainy.cs b/src/Clients/Classical/gbrainy.cs
index f953bda..6bc2346 100644
--- a/src/Clients/Classical/gbrainy.cs
+++ b/src/Clients/Classical/gbrainy.cs
@@ -228,31 +228,40 @@ namespace gbrainy.Clients.Classical
statusbar.Push (0, session.StatusText);
}
+ // These are UI elements dependent of the game status
public void ActiveInputControls (bool active)
{
- bool answer, entry, next, tip;
+ bool answer, entry, next, tip, can_pause;
- answer = entry = next = tip = active;
+ can_pause = answer = entry = next = tip = active;
if (active == true && session.CurrentGame != null && session.CurrentGame.ButtonsActive == true && String.IsNullOrEmpty (session.CurrentGame.Tip ) == false)
tip = true;
else
tip = false;
-
+
switch (session.Status) {
case GameSession.SessionStatus.NotPlaying:
case GameSession.SessionStatus.Finished:
answer = false;
- entry = false;
+ entry = false;
next = false;
tip = false;
+ can_pause = false;
break;
case GameSession.SessionStatus.Playing:
+ if (session.CurrentGame != null) {
+ can_pause = session.CurrentGame.ButtonsActive;
+ }
+ else {
+ can_pause = true;
+ }
break;
case GameSession.SessionStatus.Answered:
answer = false;
- entry = false;
+ entry = false;
tip = false;
+ can_pause = false;
break;
}
@@ -260,6 +269,7 @@ namespace gbrainy.Clients.Classical
answer_entry.Sensitive = entry;
next_button.Sensitive = next;
tip_button.Sensitive = tip;
+ pause_menuitem.Sensitive = pause_tbbutton.Sensitive = can_pause;
if (entry == true)
answer_entry.GrabFocus ();
@@ -344,14 +354,15 @@ namespace gbrainy.Clients.Classical
toolbar.Insert (finish_tbbutton, -1);
}
- void GameSensitiveUI ()
+ // These are UI elements independent of the game status, set only when the game starts / ends
+ void GameSensitiveUI ()
{
//Toolbar buttons and menu items that are sensitive when the user is playing
bool playing;
GameTypes available;
playing = (session.Status == GameSession.SessionStatus.Playing);
- finish_tbbutton.Sensitive = pause_tbbutton.Sensitive = playing;
+ finish_tbbutton.Sensitive = playing;
available = session.AvailableGames;
@@ -380,7 +391,7 @@ namespace gbrainy.Clients.Classical
else
allgames_menuitem.Sensitive = all_tbbutton.Sensitive = false;
- pause_menuitem.Sensitive = finish_menuitem.Sensitive = playing;
+ finish_menuitem.Sensitive = playing;
newgame_menuitem.Sensitive = !playing;
}
diff --git a/src/Core/Main/Memory.cs b/src/Core/Main/Memory.cs
index 6837751..11201f9 100644
--- a/src/Core/Main/Memory.cs
+++ b/src/Core/Main/Memory.cs
@@ -215,6 +215,9 @@ namespace gbrainy.Core.Main
double width = 0.04, height = 0.6;
const double w = 0.003, h = 0.003;
+ gr.DrawTextCentered (x + (width / 2), y + height + 0.05, Catalog.GetString ("Time left"));
+ gr.Stroke ();
+
gr.Save ();
gr.Color = new Color (0, 0, 0);
gr.MoveTo (x, y);
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