//Draw Commands public void Draw(GameDrawClassComponents curGameDrawClassComponents) { if (!_isNull) { menuBackground.Draw(curGameDrawClassComponents); //Display build time and cost. /////Implement later. This is temp gap solution?!? if (!curGameDrawClassComponents._staticDataCards._isNull) { Vector2 vectManuTime = new Vector2(110, 250); Vector2 vectManuCost = new Vector2(110, 300); string strFacilityTypeName = facilityTypeDropDown.textOptions[facilityTypeDropDown.selectedIndex]; DataCards.Facility facilCheck = curGameDrawClassComponents._staticDataCards.getFacilityByName(strFacilityTypeName); string strManuTimeDisplay = "Construction Day(s): " + facilCheck.baseManufactureCost.BaseConstructionTime.ToString(); string strManuCostDisplay = "Construction Cost: " + facilCheck.baseManufactureCost.ResourceCost.ToString(); curGameDrawClassComponents._spriteBatch.DrawString(curGameDrawClassComponents._staticFonts._courierNew, strManuTimeDisplay, vectManuTime, Color.Black); curGameDrawClassComponents._spriteBatch.DrawString(curGameDrawClassComponents._staticFonts._courierNew, strManuCostDisplay, vectManuCost, Color.Black); } displayButtonsInMenu(curGameDrawClassComponents); destinationDropDown.Draw(curGameDrawClassComponents); facilityTypeDropDown.Draw(curGameDrawClassComponents); } }
public void Draw(GameDrawClassComponents curGameDrawClassComponents) { if (dropDownCollapsed) { DrawObj.DrawHelper.DrawRectangle(curGameDrawClassComponents, backColor, dropDownBoxRect, borderColor, borderSize); Vector2 arrowVector = new Vector2(dropDownBoxRect.X + dropDownBoxRect.Width, dropDownBoxRect.Y); dropDownBoxArrow.VectorPosition = arrowVector; dropDownBoxArrow.Draw(curGameDrawClassComponents); Color textColor = Color.Black; Vector2 textVector = new Vector2(dropDownBoxRect.X, dropDownBoxRect.Y); curGameDrawClassComponents._spriteBatch.DrawString(curGameDrawClassComponents._staticFonts._courierNew, textOptions[selectedIndex], textVector, textColor); //curGameDrawClassComponents._spriteBatch.Draw(dropDownBoxArrow.spriteTexture, Model.Utilities.getRectFromTexture2D(dropDownBoxArrow), Color.White); } else { string strTextOpts = ""; int itemsToShow = maxItemsToShow; if (textOptions.Count < maxItemsToShow) { itemsToShow = textOptions.Count; } for (int i = 0; i < itemsToShow; i++) { if (i != itemsToShow - 1) { strTextOpts += textOptions[i] + "\n"; } else { strTextOpts += textOptions[i]; } } //strTextOpts = textOptions[selectedIndex] + "\n" + strTextOpts; float textHeight = Model.Utilities.getTextHeight(strTextOpts, curGameDrawClassComponents._staticFonts); Rectangle expandedDropDownBoxRect = dropDownBoxRect; expandedDropDownBoxRect.Height = (int)textHeight; DrawObj.DrawHelper.DrawRectangle(curGameDrawClassComponents, backColor, expandedDropDownBoxRect, borderColor, borderSize); Vector2 arrowVector = new Vector2(dropDownBoxRect.X + dropDownBoxRect.Width, dropDownBoxRect.Y); dropDownBoxArrow.VectorPosition = arrowVector; dropDownBoxArrow.Draw(curGameDrawClassComponents); Color textColor = Color.Black; Vector2 textVector = new Vector2(dropDownBoxRect.X, dropDownBoxRect.Y); curGameDrawClassComponents._spriteBatch.DrawString(curGameDrawClassComponents._staticFonts._courierNew, strTextOpts, textVector, textColor); } }