コード例 #1
0
ファイル: MenuEntry.cs プロジェクト: Nailz/MonoGame-Samples
 /// <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;
 }
コード例 #2
0
ファイル: MenuEntry.cs プロジェクト: Nailz/MonoGame-Samples
        private Vector2 getTextPosition(MenuScreen screen)
        {
            Vector2 textPosition = Vector2.Zero;
            if (Scale == 1f)
            {
                textPosition = new Vector2((int)position.X + buttonTexture.Width / 2 - GetWidth(screen) / 2,
                                   (int)position.Y);
            }
            else
            {
                textPosition = new Vector2(
                    (int)position.X + (buttonTexture.Width / 2 - ((GetWidth(screen) / 2)* Scale)),
                                 (int)position.Y + (GetHeight(screen) - GetHeight(screen) * Scale) / 2);
            }

            return textPosition;
        }
コード例 #3
0
ファイル: MenuEntry.cs プロジェクト: Nailz/MonoGame-Samples
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return (int)screen.ScreenManager.Font.MeasureString(Text).Y;
 }
コード例 #4
0
ファイル: MenuEntry.cs プロジェクト: Nailz/MonoGame-Samples
        /// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime)
        {

            Color textColor = isSelected ? Color.White : Color.Black;
            Color tintColor = isSelected ? Color.White : Color.Gray;

#if WINDOWS_PHONE
            // there is no such thing as a selected item on Windows Phone, so we always
            // force isSelected to be false

            isSelected = false;
            tintColor = Color.White;
            textColor = Color.Black;
#endif


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

            spriteBatch.Draw(buttonTexture, new Vector2((int)position.X, (int)position.Y), tintColor);

            spriteBatch.DrawString(screenManager.Font, text, getTextPosition(screen),
                textColor, Rotation, Vector2.Zero, Scale, SpriteEffects.None, 0);
        }
コード例 #5
0
ファイル: MenuEntry.cs プロジェクト: Nailz/MonoGame-Samples
        /// <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);
        }
コード例 #6
0
ファイル: MenuEntry.cs プロジェクト: nusisschad/XNAGameStudio
 /// <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);
 }
コード例 #7
0
ファイル: MenuEntry.cs プロジェクト: nusisschad/XNAGameStudio
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return((int)screen.ScreenManager.Font.MeasureString(Text).Y);
 }