Dialogs and blackouts

Confirmation dialogs

GameDialogs.Confirm asks a question in the game's own confirmation panel (the one its Exit uses): the question, Yes and No, the screen behind dimmed.

GameDialogs.Confirm(context, "Leave the game?",
    onYes: () => Rooms.ToMainMenu(),
    onNo: () => context.Log("Staying"));

onYes runs when it's answered Yes; onNo, if given, when it's closed any other way. It returns false if the panel couldn't be shown. For anything more than a yes or no, make a window.

Blackouts

Blackout holds the screen black, as the game's own fades do, with a line of text in the middle if wanted, while something happens behind it: another game's world on its way, a long load.

Blackout.Show("Waiting for the host...");
// ... later
Blackout.Text = "Almost there...";
// ... when it's ready
Blackout.Hide();
Blackout
Show(text) Fades the screen to black and holds it, with text in the middle. Already up: just the text.
Text The text in the middle ("" for none).
Hide() Fades it back out.
IsShown Whether it's up (fading in, or held).

It stays until Hide() or the next room change, whose own fade takes it over.

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