public static MenuFont ( IScreen screen ) : |
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screen | IScreen | |
return |
public override void Draw(GameTime time) { base.Draw(time); if (IsVisible) { spriteBatch.Begin(); // zeichne den Hintergrund spriteBatch.DrawColoredRectangle(BackgroundColor, Bounds); if (BackgroundTexture != null) { spriteBatch.Draw(BackgroundTexture, Bounds, Color.White); } // lade die Schrift SpriteFont font = Design.MenuFont(Screen); // zeichne die Schrift Color foreground = ForegroundColor * (IsEnabled ? 1f : 0.5f); if (IsLocalized) { spriteBatch.DrawStringInRectangle(font, name.Localize(), foreground, Bounds, AlignX, AlignY); } else { spriteBatch.DrawStringInRectangle(font, name, foreground, Bounds, AlignX, AlignY); } spriteBatch.End(); } }
public override void Draw(GameTime time) { base.Draw(time); if (IsVisible) { spriteBatch.Begin(); // zeichne den Hintergrund spriteBatch.DrawColoredRectangle(BackgroundColor, Bounds); // lade die Schrift SpriteFont font = Design.MenuFont(Screen); // zeichne die Schrift Color foreground = ForegroundColor * (IsEnabled ? 1f : 0.5f); Vector2 scale = new Vector2(0.15f, 0.15f) // Standard-Skalierung ist 10% / new Vector2(800, 600) // bei 800x600 * Screen.Bounds.Size.AbsoluteVector; // Auf aktuelle Auflösung hochrechnen string wrappedText = parseText(Text, scale); spriteBatch.DrawScaledString(font, wrappedText, foreground, Bounds.Position, scale); spriteBatch.End(); } }
private String parseText(String text, Vector2 scale) { // lade die Schrift SpriteFont font = Design.MenuFont(Screen); // berechne die Skalierung der schrift //spriteBatch.DrawStringInRectangle (font, parseText (Text), foreground, Bounds, AlignX, AlignY); String line = String.Empty; String returnString = String.Empty; String[] wordArray = Regex.Split(text, @"(?<=[.,; !])"); foreach (String word in wordArray) { if ((font.MeasureString(line + word) * scale).X > Bounds.Rectangle.Width) { returnString = returnString + line + '\n'; line = String.Empty; } line = line + word; } return(returnString + line); }
public override void Draw(GameTime time) { base.Draw(time); if (IsVisible) { spriteBatch.Begin(); // berechne die Ausmaße des Eingabefelds Bounds bounds = ValueBounds; // zeichne den Hintergrund des Eingabefelds spriteBatch.DrawColoredRectangle(ForegroundColor, bounds); Color backgroundColor = IsInputEnabled ? Design.WidgetBackground.Mix(Design.WidgetForeground, 0.25f) : Design.WidgetBackground; spriteBatch.DrawColoredRectangle(backgroundColor, bounds.Shrink(xy: 2)); // lade die Schrift SpriteFont font = Design.MenuFont(Screen); // zeichne die Schrift spriteBatch.DrawStringInRectangle( font: font, text: InputText, color: ForegroundColor, bounds: bounds.Shrink(x: 4, y: 2), alignX: HorizontalAlignment.Left, alignY: AlignY ); spriteBatch.End(); } }
public override void Draw(GameTime time) { base.Draw(time); spriteBatch.Begin(); // zeichne den Hintergrund spriteBatch.DrawColoredRectangle(BackgroundColor, Bounds); // lade die Schrift SpriteFont font = Design.MenuFont(Screen); // zeichne den Titel des Dialogs spriteBatch.DrawColoredRectangle(TitleBackgroundColor(), TitleBounds); spriteBatch.DrawStringInRectangle(font, Title.Localize(), TitleForegroundColor(), TitleBounds, AlignX, AlignY); spriteBatch.End(); }