/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return screen.ScreenManager.Font.LineSpacing; }
/// <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 * 2.0f; if (isSelected) selectionFade = Math.Min(selectionFade + fadeSpeed, 1.0f); else selectionFade = Math.Max(selectionFade - fadeSpeed, 1); }
/// <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; float scale = 2.0f; // 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.Font; Vector2 origin = new Vector2(-1, - 1); spriteBatch.DrawString(font, text, position, Color.Black, 0, origin, scale, SpriteEffects.None, 0); origin = new Vector2(0, 0); spriteBatch.DrawString(font, text, position, color, 0, origin, scale, SpriteEffects.None, 0); Vector2 actualSize = font.MeasureString(text); EntryPosition = new Rectangle((int)position.X, (int)position.Y, (int)(actualSize.X * scale), (int)(actualSize.Y * scale)); }