Esempio n. 1
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        /// <summary>
        /// Updates the menu entry.
        /// </summary>
        public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime)
        {
            // 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);
            }
            return;
        }
Esempio n. 2
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 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return screen.ScreenManager.Font.LineSpacing;
 }
Esempio n. 3
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 /// <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;
 }
Esempio n. 4
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        /// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime)
        {
            // Draw the selected entry in yellow, otherwise white.
            Color color;
            if (enabled) // Disabled entries are always gray
            {
                if (isSelected) // Unselected entries are always white
                {
                    if (screen.TypingInput) // Typing input is green, non-typing is yellow
                    {
                        color = Color.LimeGreen;
                    }
                    else
                    {
                        color = Color.Yellow;
                    }
                }
                else
                {
                    color = Color.White;
                }
            }
            else
            {
                color = Color.Gray;
            }

            // 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.TransitionAlpha;

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;
            SpriteFont font = screenManager.Font;

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);

            spriteBatch.DrawString(font, text, position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
            return;
        }