Example #1
0
        /// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime)
        {
            // there is no such thing as a selected item on Windows Phone, so we always
            // force isSelected to be false
            #if WINDOWS_PHONE
            isSelected = false;
            #endif

            // Draw the selected entry in yellow, otherwise white.
            var color = isSelected ? Color.Yellow : Color.White;

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

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

            var scale = 1 + pulsate * 0.05f * _selectionFade;

            // Modify the alpha to fade text out during transitions.
            color *= screen.TransitionAlpha;

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

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

            spriteBatch.DrawString(font, _text, _position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
        }
Example #2
0
        /// <summary>
        /// Updates the menu entry.
        /// </summary>
        public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime)
        {
            // there is no such thing as a selected item on Windows Phone, so we always
            // force isSelected to be false
            #if WINDOWS_PHONE
            isSelected = false;
            #endif

            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            var fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

            _selectionFade = isSelected ? Math.Min(_selectionFade + fadeSpeed, 1) : Math.Max(_selectionFade - fadeSpeed, 0);
        }
Example #3
0
 /// <summary>
 /// Queries how wide the entry is, used for centering on the screen.
 /// </summary>
 public virtual int GetWidth(MenuScreen screen)
 {
     return (int)screen.ScreenManager.Font.MeasureString(Text).X;
 }
Example #4
0
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return screen.ScreenManager.Font.LineSpacing;
 }
Example #5
0
 /// <summary>
 /// Queries how wide the entry is, used for centering on the screen.
 /// </summary>
 public virtual int GetWidth(MenuScreen screen)
 {
     return((int)screen.ScreenManager.Font.MeasureString(Text).X);
 }
Example #6
0
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return(screen.ScreenManager.Font.LineSpacing);
 }