public override void Draw(MenuScreenBase screen, Vector2 position, bool isSelected, GameTime gameTime) { // Draw the selected entry in yellow, otherwise white. Color color = isSelected ? Color.Yellow : Color.White; // 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 = screen.TransitionColor(color); var spriteBatch = screen.ScreenManager.SpriteBatch; var font = screen.ScreenManager.SharedSmallFont; Vector2 origin = new Vector2(0, font.LineSpacing / 2); string text = typedText; if (isPassword) text = "".PadRight(text.Length, '*'); if (isSelected) text += "_"; spriteBatch.DrawString(font, text, position + new Vector2(300, 0), color, 0.0f, origin, scale, SpriteEffects.None, 0); base.Draw(screen, position, isSelected, gameTime); }
public virtual void Draw(MenuScreenBase screen, Vector2 position, bool isSelected, GameTime gameTime) { // Draw the selected entry in yellow, otherwise white. Color color = isSelected ? Color.Yellow : Color.White; // 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 = screen.TransitionColor(color); var spriteBatch = screen.ScreenManager.SpriteBatch; var font = screen.ScreenManager.SharedHeaderFont; Vector2 origin = new Vector2(0, font.LineSpacing / 2); spriteBatch.DrawString(font, _text, position, color, 0.0f, origin, scale, SpriteEffects.None, 0); }