public virtual void Draw(MenuScreen menu, bool isSelected, GameTime gameTime) { // Draw the selected entry in yellow, otherwise white. Color color = isSelected ? Color.Yellow : Color.White; // Modify the alpha to fade text out during transitions. color *= menu.TransitionAlpha; // Draw text, centered on the middle of each line. MenuSystem sys = menu.MenuSystem; SpriteBatch spriteBatch = sys.SpriteBatch; SpriteFont font = sys.Font; Vector2 origin = new Vector2(0, font.LineSpacing / 2); spriteBatch.DrawString(font, text, position, color, 0, origin, 1, SpriteEffects.None, 0); }
public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime) { float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4; if (isSelected) selectionFade = Math.Min(selectionFade + fadeSpeed, 1); else selectionFade = Math.Max(selectionFade - fadeSpeed, 0); }
/// <summary> /// Queries how wide the entry is, used for centering on the menu. /// </summary> public virtual int GetWidth(MenuScreen screen) { return (int)screen.MenuSystem.Font.MeasureString(Text).X; }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return screen.MenuSystem.Font.LineSpacing; }