コード例 #1
0
ファイル: MenuEntry.cs プロジェクト: Strider999/chronoforce
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return Fonts.MenuFont.LineSpacing;
 }
コード例 #2
0
ファイル: MenuEntry.cs プロジェクト: Strider999/chronoforce
        /// <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);
        }
コード例 #3
0
ファイル: MenuEntry.cs プロジェクト: Strider999/chronoforce
        /// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, Vector2 position,
            bool isSelected, GameTime gameTime)
        {
            // If the entry is visible, draw it
            if (showMe)
            {
                float scale = 1;

                // If the entry is active, draw the selected entry in yellow, otherwise white.
                // If the entry is inactive, draw it in gray.
                Color color = isActive ? (isSelected ? Color.Yellow : Color.White) : Color.Gray;

                // Modify the alpha to fade text out during transitions.
                color = new Color(color.R, color.G, color.B, screen.TransitionAlpha);

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

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

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