/// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, Vector2 position,
            bool isSelected, GameTime gameTime)
        {
            // Draw the selected entry in yellow, otherwise white.
            Color color = isSelected ? Color.Yellow : Color.White;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            float pulsate = (float)Math.Sin(time * 6) + 1;

            float scale = 1 + pulsate * 0.05f * selectionFade;

            // Modify the alpha to fade text out during transitions.
            color = new Color(color.R, color.G, color.B, screen.TransitionAlpha);

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;
            SpriteFont font = screenManager.GameContent.font;

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);

            spriteBatch.DrawString(font, text, position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
        }
 /// <summary>
 /// Constructs a new menu entry with the specified text and location.
 /// </summary>
 public MenuEntry(MenuScreen screen, string text, Vector2 position)
 {
     this.screen = screen;
     this.Text = text;
     this.position = position;
     this.font = screen.ScreenManager.GameContent.gameFont;
 }
 public Rectangle BoundingRectangle(MenuScreen screen)
 {
     {
         if (texture == null)
         {
             Vector2 textSize = screen.ScreenManager.GameContent.debugFont.MeasureString(text);
             return new Rectangle((int)position.X, (int)position.Y, (int)textSize.X, (int)textSize.Y);
         }
         else
             return new Rectangle((int)position.X, (int)position.Y, texture.Width, texture.Height);
     }
 }
 /// <summary>
 /// Constructs a new menu entry with the specified texture and location.
 /// </summary>
 public MenuEntry(MenuScreen screen, Texture2D texture, Vector2 position)
     : this(screen, string.Empty, position)
 {
     this.texture = texture;
 }
        /// <summary>
        /// Updates the menu entry.
        /// </summary>
        public virtual void Update(MenuScreen screen, bool isSelected,
            GameTime gameTime)
        {
            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            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 much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return screen.ScreenManager.GameContent.font.LineSpacing;
 }
Ejemplo n.º 7
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 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return(screen.ScreenManager.GameContent.font.LineSpacing);
 }
        /// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime)
        {
            // Draw the selected entry in yellow, otherwise white.
            Color color = isSelected ? Color.Gold : Color.Gray;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            float pulsate = (float)Math.Sin(time * 6) + 1;

            float scale = 1 + pulsate * 0.03f * selectionFade;

            // Modify the alpha to fade text out during transitions.
            color = new Color(color, screen.TransitionAlpha);

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;

            if (texture == null)
                spriteBatch.DrawString(screenManager.GameContent.debugFont, text, position, color, 0,
                                       Vector2.Zero, scale, SpriteEffects.None, 1);
            else
                spriteBatch.Draw(texture, position, null, color, 0, Vector2.Zero, scale, SpriteEffects.None, 1);
        }