Example #1
0
        /// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, Rectangle borders,
                                 bool isSelected, GameTime gameTime)
        {
            if(font == null)
                font = ScreenManager.Cartoon24;

            // Draw the selected entry in yellow, otherwise white.
            Color color = isSelected ? selectedColor : textColor;

            // 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.

            Vector2 origin = font.MeasureString(text) / 2;

            Vector2 position;
            if (borders.Height <= 0)
                position = new Vector2(borders.X, borders.Y);
            else
            {
                float x = TextureManager.GetCenterX(borders.X, borders.Width, 0);
                position = new Vector2((int)x, borders.Y);
            }

            PoorEngine.SceneObject.Text.DrawText(
                font,
                Text,
                Color.Black,
                color,
                1f,
                scale,
                0f,
                position,
                origin,
                false);
        }
Example #2
0
        /// <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);
        }
Example #3
0
 public virtual void Draw(MenuScreen screen, Vector2 position,
                          bool isSelected, GameTime gameTime)
 {
     Draw(screen, new Rectangle((int)position.X, (int)position.Y, 0, 0), isSelected, gameTime);
 }
Example #4
0
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return font.LineSpacing;
 }