/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime) { Color color = isSelected ? Color.Yellow : Color.White; // Modify the alpha to fade text out during transitions. color *= screen.TransitionAlpha; // Draw text, centered on the middle of each line. ScreenManager screenManager = screen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; SpriteFont font = screenManager.Font; //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); Vector2 origin = new Vector2(0, font.LineSpacing / 2); spriteBatch.DrawString(font, text, position, color, 0, origin, 1f, SpriteEffects.None, 0); //spriteBatch.End(); }
/// <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; }
/// <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) { // there is no such thing as a selected item on Windows Phone, so we always // force isSelected to be false // 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); }