public override void LoadContent() { base.LoadContent(); // MusicVolumeMenuEntry = new vxSliderMenuEntry("music volume:", 30, 75, 40); // SFXVolumeMenuEntry = new vxSliderMenuEntry("sfx volume:", 30, 75, 40); // for (int i = 0; i < 11; i++) // { // MusicVolumeMenuEntry.ItemList.Add(i.ToString()); // SFXVolumeMenuEntry.ItemList.Add(i.ToString()); // } vxMenuEntry backMenuEntry = new vxMenuEntry(this, "back"); //Accept and Cancel backMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(backMenuEntry_Selected); // Add entries to the menu. // MenuEntries.Add(MusicVolumeMenuEntry); // MenuEntries.Add(SFXVolumeMenuEntry); MenuEntries.Add(backMenuEntry); // //Set Music Volume Menu Entry // MusicVolumeMenuEntry.Index = 5;// (int)(10 * vxEngine.Profile.Settings.Double_MUSIC_Volume); // SFXVolumeMenuEntry.Index = 5;//(int)(10*vxEngine.Profile.Settings.Double_SFX_Volume); }
public override void LoadContent() { //dispDebug = ScreenManager.GameEngine.DisplayDebugInGame; displayDebugHUDMenuEntry = new vxMenuEntry(this, "Display Debug Mesh: " + (false ? "Yes" : "No")); displayDebugRenderTargets = new vxMenuEntry(this, "Display Debug Render Targets: " + (false ? "Yes" : "No")); displayDebugInformation = new vxMenuEntry(this, "Display FPS Info: " + (false ? "Yes" : "No")); //SetMenuEntryText(); vxMenuEntry backMenuEntry = new vxMenuEntry(this, "Back"); // Hook up menu event handlers. displayDebugHUDMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(displayDebugHUDMenuEntry_Selected); displayDebugRenderTargets.Selected += new System.EventHandler <PlayerIndexEventArgs>(displayDebugRenderTargets_Selected); displayDebugInformation.Selected += new System.EventHandler <PlayerIndexEventArgs>(displayDebugInformation_Selected); //Accept and Cancel backMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(backMenuEntry_Selected); // Add entries to the menu. #if VRTC_PLTFRM_DROID MenuEntries.Add(displayDebugHUDMenuEntry); #endif //MenuEntries.Add(displayDebugRenderTargets); MenuEntries.Add(displayDebugInformation); MenuEntries.Add(backMenuEntry); SetMenuEntryText(); base.LoadContent(); }
public override void LoadContent() { base.LoadContent(); // Create our menu entries. vxMenuEntry playGameMenuEntry = new vxMenuEntry(this, "Play"); vxMenuEntry sandboxGameMenuEntry = new vxMenuEntry(this, "Sandbox"); vxMenuEntry modelViewGameMenuEntry = new vxMenuEntry(this, "Model Viewer"); vxMenuEntry demoGameMenuEntry = new vxMenuEntry(this, "Demo Screen"); vxMenuEntry optionsMenuEntry = new vxMenuEntry(this, "Options"); vxMenuEntry exitMenuEntry = new vxMenuEntry(this, "Exit"); // Hook up menu event handlers. playGameMenuEntry.Selected += PlayGameMenuEntrySelected; sandboxGameMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(sandboxGameMenuEntry_Selected); modelViewGameMenuEntry.Selected += new EventHandler <PlayerIndexEventArgs>(modelViewGameMenuEntry_Selected); demoGameMenuEntry.Selected += new EventHandler <PlayerIndexEventArgs>(demoGameMenuEntry_Selected); optionsMenuEntry.Selected += OptionsMenuEntrySelected; exitMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(playGameMenuEntry); /* * MenuEntries.Add(multiplayerMenuEntry); * MenuEntries.Add(sandboxGameMenuEntry); * MenuEntries.Add(modelViewGameMenuEntry); * MenuEntries.Add(demoGameMenuEntry); */ MenuEntries.Add(optionsMenuEntry); MenuEntries.Add(exitMenuEntry); }
/// <summary> /// The Draw Method for the Menu Screen Art Provider. If you want to customize the draw call, then create an inherited class /// of this one and override this draw call. /// </summary> /// <param name="guiItem"></param> public virtual void Draw(object guiItem) { //First Cast the GUI Item to be a Menu Entry vxMenuEntry menuEntry = (vxMenuEntry)guiItem; //Update Rectangle menuEntry.BoundingRectangle = new Rectangle( (int)(menuEntry.Position.X - Padding.X / 2), (int)(menuEntry.Position.Y - Padding.Y / 2), (int)(menuEntry.Font.MeasureString(menuEntry.Text).X + 2 * Padding.X), (int)(menuEntry.Font.MeasureString(menuEntry.Text).Y + 2 * Padding.Y)); //Set Opacity from Parent Screen Transition Alpha menuEntry.Opacity = menuEntry.ParentScreen.TransitionAlpha; //Do a last second null check. if (menuEntry.Texture == null) { menuEntry.Texture = vxEngine.Assets.Textures.Blank; } //Draw Button if (DrawBackgroungImage) { vxEngine.SpriteBatch.Draw(BackgroundImage, menuEntry.BoundingRectangle, menuEntry.Colour * menuEntry.Opacity); } vxEngine.SpriteBatch.DrawString( menuEntry.Font, menuEntry.Text, menuEntry.Position + Padding / 2, (menuEntry.HasFocus ? TextHoverColour : TextColour) * menuEntry.Opacity); }
/// <summary> /// Constructor. /// </summary> public OptionsMenuScreen() : base("Options") { // Create our menu entries. ungulateMenuEntry = new vxMenuEntry(this, string.Empty); languageMenuEntry = new vxMenuEntry(this, string.Empty); frobnicateMenuEntry = new vxMenuEntry(this, string.Empty); elfMenuEntry = new vxMenuEntry(this, string.Empty); SetMenuEntryText(); vxMenuEntry back = new vxMenuEntry(this, "Back"); // Hook up menu event handlers. ungulateMenuEntry.Selected += UngulateMenuEntrySelected; languageMenuEntry.Selected += LanguageMenuEntrySelected; frobnicateMenuEntry.Selected += FrobnicateMenuEntrySelected; elfMenuEntry.Selected += ElfMenuEntrySelected; back.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(ungulateMenuEntry); MenuEntries.Add(languageMenuEntry); MenuEntries.Add(frobnicateMenuEntry); MenuEntries.Add(elfMenuEntry); MenuEntries.Add(back); }
public override void LoadContent() { base.LoadContent(); var keyboardMenuEntry = new vxMenuEntry(this, "Keyboard Settings"); var gamepadMenuEntry = new vxMenuEntry(this, "Gamepad Settings"); var mouseMenuEntry = new vxMenuEntry(this, "Mouse Settings"); var backMenuEntry = new vxMenuEntry(this, "back"); //Accept and Cancel keyboardMenuEntry.Selected += delegate { vxEngine.AddScreen(new vxKeyboardSettingsDialog(), PlayerIndex.One); }; backMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(backMenuEntry_Selected); // Add entries to the menu. MenuEntries.Add(keyboardMenuEntry); MenuEntries.Add(gamepadMenuEntry); MenuEntries.Add(mouseMenuEntry); MenuEntries.Add(backMenuEntry); //Set Invert //if (vxEngine.Profile.Settings.Int_Mouse_Inverted == 1) // MouseInvertedMenuEntry.Index = 0; //else //MouseInvertedMenuEntry.Index = 1; }
/// <summary> /// Updates the Position of all Menu Entries. For custom layout, override this method. /// </summary> protected virtual void UpdateMenuEntryLocations() { // Make the menu slide into place during transitions, using a // power curve to make things look more interesting (this makes // the movement slow down as it nears the end). float transitionOffset = (float)Math.Pow(MenuScreen.TransitionPosition, 2); //Set the Top Menu Start Position position = menuStartPosition; // update each menu entry's location in turn for (int i = 0; i < MenuScreen.MenuEntries.Count; i++) { vxMenuEntry vxMenuEntry = MenuScreen.MenuEntries[i]; NextMenuItemOffset = new Vector2(0, vxMenuEntry.Height + Margin.Y); //Set Menu Item Location if (TextJustification == Virtex.Lib.Vrtc.GUI.TextJustification.Left) { position.X = menuStartPosition.X;// -vxMenuEntry.Width / 2; } else if (TextJustification == Virtex.Lib.Vrtc.GUI.TextJustification.Center) { position.X = menuStartPosition.X - vxMenuEntry.Width / 2; } else if (TextJustification == Virtex.Lib.Vrtc.GUI.TextJustification.Right) { position.X = menuStartPosition.X - vxMenuEntry.Width; } if (MenuScreen.ScreenState == ScreenState.TransitionOn) { position.X -= transitionOffset * 256; } else { position.X += transitionOffset * 512; } // set the entry's position vxMenuEntry.Position = position; // move down for the next entry the size of this entry position += NextMenuItemOffset; this.vxEngine.InputManager.ShowCursor = true; } }
/// <summary> /// Draws the menu. /// </summary> public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = vxEngine.SpriteBatch; spriteBatch.Begin(); this.ArtProvider.Draw(this); // Draw each menu entry in turn. for (int i = 0; i < menuEntries.Count; i++) { vxMenuEntry vxMenuEntry = menuEntries[i]; vxMenuEntry.Draw(vxEngine); } spriteBatch.End(); }
public override void LoadContent() { base.LoadContent(); this.MenuTitle = LanguagePack.Get(vxLocalization.Main_Settings); // Create our menu entries. vxMenuEntry ControlsMenuEntry = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Settings_Controls)); vxMenuEntry LocalizationMenuEntry = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Settings_Localization)); vxMenuEntry GraphicsMenuEntry = new vxMenuEntry(this, vxEngine.Language.Get(vxLocalization.Settings_Graphics)); vxMenuEntry AudioMenuEntry = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Settings_Audio)); vxMenuEntry displayDebugHUDMenuEntry = new vxMenuEntry(this, "Debug"); vxMenuEntry cancelMenuEntry = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Misc_Back)); // Hook up menu event handlers. ControlsMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(ControlsMenuEntry_Selected); GraphicsMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(GraphicsMenuEntry_Selected); LocalizationMenuEntry.Selected += LocalizationMenuEntry_Selected; AudioMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(AudioMenuEntry_Selected); displayDebugHUDMenuEntry.Selected += DisplayDebugHUDMenuEntry_Selected; //Back cancelMenuEntry.Selected += new System.EventHandler <PlayerIndexEventArgs>(cancelMenuEntry_Selected); // Add entries to the menu. MenuEntries.Add(ControlsMenuEntry); MenuEntries.Add(LocalizationMenuEntry); #if !VRTC_PLTFRM_DROID MenuEntries.Add(GraphicsMenuEntry); #endif MenuEntries.Add(AudioMenuEntry); #if DEBUG || VRTC_PLTFRM_DROID MenuEntries.Add(displayDebugHUDMenuEntry); #endif MenuEntries.Add(cancelMenuEntry); }
public override void LoadContent() { base.LoadContent(); // Create our menu entries. vxMenuEntry introLevelMenuEntry = new vxMenuEntry(this, "Intro Level"); vxMenuEntry spoznzaMenuEntry = new vxMenuEntry(this, "Sponza Sandbox Level"); vxMenuEntry fpsMenuEntry = new vxMenuEntry(this, "First Person Level"); vxMenuEntry exitMenuEntry = new vxMenuEntry(this, "Back"); // Hook up menu event handlers. introLevelMenuEntry.Selected += introLevelMenuEntrySelected; spoznzaMenuEntry.Selected += spoznzaMenuEntrySelected; fpsMenuEntry.Selected += fpsMenuEntrySelected; exitMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(introLevelMenuEntry); MenuEntries.Add(spoznzaMenuEntry); MenuEntries.Add(fpsMenuEntry); MenuEntries.Add(exitMenuEntry); }
public override void LoadContent() { base.LoadContent(); this.MenuTitle = LanguagePack.Get(vxLocalization.Pause); // Create our menu entries. vxMenuEntry resumeGameMenuEntry = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Pause_Resume)); vxMenuEntry MenuEntry_Graphics = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Main_Settings)); vxMenuEntry quitGameMenuEntry = new vxMenuEntry(this, LanguagePack.Get(vxLocalization.Main_Exit)); // Hook up menu event handlers. resumeGameMenuEntry.Selected += OnCancel; MenuEntry_Graphics.Selected += new System.EventHandler <PlayerIndexEventArgs>(MenuEntry_Graphics_Selected); quitGameMenuEntry.Selected += QuitGameMenuEntrySelected; // Add entries to the menu. MenuEntries.Add(resumeGameMenuEntry); #if !VRTC_PLTFRM_DROID MenuEntries.Add(MenuEntry_Graphics); #endif MenuEntries.Add(quitGameMenuEntry); }