/// <summary> /// Queries how wide the entry is, used for centering on the screen. /// </summary> public virtual int GetWidth(MenuScreen screen) { System.Diagnostics.Debug.Assert(Font != null, "Font is null!"); if (Font != null) { return (int)(Font.MeasureString(Text).X * SeparationScale); } else { System.Diagnostics.Debug.Assert(ScreenManager.FontNormal != null, "Font Normal is null!"); return (int)(ScreenManager.FontNormal.MeasureString(Text).X * SeparationScale); } }
/// <summary> /// Updates the menu entry. /// </summary> public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime) { // there is no such thing as a selected item on Windows Phone, so we always // force isSelected to be false #if WINDOWS_PHONE isSelected = false; #endif // 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); }
/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime) { // there is no such thing as a selected item on Windows Phone, so we always // force isSelected to be false #if WINDOWS_PHONE isSelected = false; #endif // Pulsate the size of the selected menu entry. double time = gameTime.TotalGameTime.TotalSeconds; float pulsate = (float)Math.Sin(time * 6) + 1; //float scale = SeparationScale + pulsate * 0.05f * selectionFade; float scale = 1f + pulsate * 0.05f * selectionFade; if (IsLink || IsTitle) { isSelected = true; scale *= 1.2f; } // Draw the selected entry in yellow, otherwise white. Color color = isSelected ? Color.Yellow : Color.White; // 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; Vector2 origin = new Vector2(0, Font.LineSpacing / 2); spriteBatch.DrawString(Font, text, new Vector2(position.X + 2, position.Y + 2), Color.Black, 0, origin, scale, SpriteEffects.None, 0); spriteBatch.DrawString(Font, text, position, color, 0, origin, scale, SpriteEffects.None, 0); }