private void SetSelection(ButtonSprite selection)
 {
     if (null != selection &&
         m_timerSelection < DateTime.Now)
     {
         m_timerSelection = DateTime.Now + TimeSpan.FromMilliseconds(DELAY_MS);
         SelectedButton   = selection;
     }
 }
 private void SetSelection(ButtonSprite selection)
 {
     if (null != selection &&
         m_timerSelection < DateTime.Now)
     {
         m_timerSelection = DateTime.Now + TimeSpan.FromMilliseconds(DELAY_MS);
         SelectedButton = selection;
     }
 }
Exemple #3
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            _font = Content.Load<SpriteFont>("spriteFont1");

            _mpSound1 = new CustomMediaPlayer();
            _mpSound2 = new CustomMediaPlayer();

            int center = _graphics.PreferredBackBufferWidth/2;
            int y = 200;
            int offset = 75;

            _btnFadeIn1 = new ButtonSprite();
            _btnFadeIn1.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeIn1.Position = new Vector2(center, y += offset);
            _btnFadeIn1.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeIn1.Text = "Fade In 1";
            _btnFadeIn1.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnFadeIn1);

            _btnFadeIn2 = new ButtonSprite();
            _btnFadeIn2.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeIn2.Position = new Vector2(center, y += offset);
            _btnFadeIn2.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeIn2.Text = "Fade In 2";
            _btnFadeIn2.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnFadeIn2);

            _btnFadeOut1 = new ButtonSprite();
            _btnFadeOut1.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeOut1.Position = new Vector2(center, y += offset);
            _btnFadeOut1.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeOut1.Text = "Fade Out 1";
            _btnFadeOut1.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnFadeOut1);

            _btnFadeOut2 = new ButtonSprite();
            _btnFadeOut2.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeOut2.Position = new Vector2(center, y += offset);
            _btnFadeOut2.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeOut2.Text = "Fade Out 2";
            _btnFadeOut2.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnFadeOut2);

            _btnCrossFade1 = new ButtonSprite();
            _btnCrossFade1.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnCrossFade1.Position = new Vector2(center, y += offset);
            _btnCrossFade1.TextureScale = new Vector2(2f, 0.5f);
            _btnCrossFade1.Text = "Cross Fade 1";
            _btnCrossFade1.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnCrossFade1);

            _btnCrossFade2 = new ButtonSprite();
            _btnCrossFade2.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnCrossFade2.Position = new Vector2(center, y += offset);
            _btnCrossFade2.TextureScale = new Vector2(2f, 0.5f);
            _btnCrossFade2.Text = "Cross Fade 2";
            _btnCrossFade2.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnCrossFade2);

            _focusManager.SelectedButton = _btnFadeIn1;
            _focusManager.Mappings[_btnFadeIn1] = new FocusManager.ButtonMapping()
            {
                Down = _btnFadeIn2
            };
            _focusManager.Mappings[_btnFadeIn2] = new FocusManager.ButtonMapping()
            {
                Up = _btnFadeIn1,
                Down = _btnFadeOut1,
            };
            _focusManager.Mappings[_btnFadeOut1] = new FocusManager.ButtonMapping()
            {
                Up = _btnFadeIn2,
                Down = _btnFadeOut2,
            };
            _focusManager.Mappings[_btnFadeOut2] = new FocusManager.ButtonMapping()
            {
                Up = _btnFadeOut1,
                Down = _btnCrossFade1,
            };
            _focusManager.Mappings[_btnCrossFade1] = new FocusManager.ButtonMapping()
            {
                Up = _btnFadeOut2,
                Down = _btnCrossFade2,
            };
            _focusManager.Mappings[_btnCrossFade2] = new FocusManager.ButtonMapping()
            {
                Up = _btnCrossFade1,
            };
        }
Exemple #4
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            _font = Content.Load <SpriteFont>("spriteFont1");

            _mpSound1 = new CustomMediaPlayer();
            _mpSound2 = new CustomMediaPlayer();

            int center = _graphics.PreferredBackBufferWidth / 2;
            int y      = 200;
            int offset = 75;

            _btnFadeIn1 = new ButtonSprite();
            _btnFadeIn1.Initialize(_font,
                                   Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                   Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeIn1.Position     = new Vector2(center, y += offset);
            _btnFadeIn1.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeIn1.Text         = "Fade In 1";
            _btnFadeIn1.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnFadeIn1);

            _btnFadeIn2 = new ButtonSprite();
            _btnFadeIn2.Initialize(_font,
                                   Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                   Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeIn2.Position     = new Vector2(center, y += offset);
            _btnFadeIn2.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeIn2.Text         = "Fade In 2";
            _btnFadeIn2.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnFadeIn2);

            _btnFadeOut1 = new ButtonSprite();
            _btnFadeOut1.Initialize(_font,
                                    Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                    Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeOut1.Position     = new Vector2(center, y += offset);
            _btnFadeOut1.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeOut1.Text         = "Fade Out 1";
            _btnFadeOut1.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnFadeOut1);

            _btnFadeOut2 = new ButtonSprite();
            _btnFadeOut2.Initialize(_font,
                                    Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                    Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeOut2.Position     = new Vector2(center, y += offset);
            _btnFadeOut2.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeOut2.Text         = "Fade Out 2";
            _btnFadeOut2.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnFadeOut2);

            _btnCrossFade1 = new ButtonSprite();
            _btnCrossFade1.Initialize(_font,
                                      Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                      Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnCrossFade1.Position     = new Vector2(center, y += offset);
            _btnCrossFade1.TextureScale = new Vector2(2f, 0.5f);
            _btnCrossFade1.Text         = "Cross Fade 1";
            _btnCrossFade1.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnCrossFade1);

            _btnCrossFade2 = new ButtonSprite();
            _btnCrossFade2.Initialize(_font,
                                      Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                      Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnCrossFade2.Position     = new Vector2(center, y += offset);
            _btnCrossFade2.TextureScale = new Vector2(2f, 0.5f);
            _btnCrossFade2.Text         = "Cross Fade 2";
            _btnCrossFade2.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnCrossFade2);

            _focusManager.SelectedButton        = _btnFadeIn1;
            _focusManager.Mappings[_btnFadeIn1] = new FocusManager.ButtonMapping()
            {
                Down = _btnFadeIn2
            };
            _focusManager.Mappings[_btnFadeIn2] = new FocusManager.ButtonMapping()
            {
                Up   = _btnFadeIn1,
                Down = _btnFadeOut1,
            };
            _focusManager.Mappings[_btnFadeOut1] = new FocusManager.ButtonMapping()
            {
                Up   = _btnFadeIn2,
                Down = _btnFadeOut2,
            };
            _focusManager.Mappings[_btnFadeOut2] = new FocusManager.ButtonMapping()
            {
                Up   = _btnFadeOut1,
                Down = _btnCrossFade1,
            };
            _focusManager.Mappings[_btnCrossFade1] = new FocusManager.ButtonMapping()
            {
                Up   = _btnFadeOut2,
                Down = _btnCrossFade2,
            };
            _focusManager.Mappings[_btnCrossFade2] = new FocusManager.ButtonMapping()
            {
                Up = _btnCrossFade1,
            };
        }