/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return Fonts.MenuFont.LineSpacing; }
/// <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); }
/// <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); } }