/// <summary> /// This constructor gets all the pieces at once. /// </summary> /// <param name="rBitmapSmall"></param> /// <param name="rBitmap"></param> /// <param name="description"></param> /// <param name="rLargeSizeBitmap"></param> public MenuItem(Resources.BitmapResources rBitmapSmall, Resources.BitmapResources rBitmap, string description, Resources.BitmapResources rLargeSizeBitmap) { // Get the images from the resource manager. _imageSmall = Resources.GetBitmap(rBitmapSmall); _image = Resources.GetBitmap(rBitmap); // Set the description. _description = description; // Create the step arrays for zooming in and out. _widthSteps = new int[MenuItemPanel.maxStep]; _heightSteps = new int[MenuItemPanel.maxStep]; // Get the difference in size between the large and small images. int wDiff = _image.Width - _imageSmall.Width; int hDiff = _image.Height - _imageSmall.Height; // Pre-calculate the width and height values for scaling the image. for (int i = 1; i < MenuItemPanel.maxStep; i++) { _widthSteps[i] = (wDiff / MenuItemPanel.maxStep) * i; _heightSteps[i] = (hDiff / MenuItemPanel.maxStep) * i; } // Set the large width and height based on one of the main icons. Bitmap bmp = Resources.GetBitmap(rLargeSizeBitmap); _largeWidth = bmp.Width; _largeHeight = bmp.Height; }
/// <summary> /// Override the OnRender method to do the actual drawing of the menu. /// </summary> /// <param name="dc">The drawing context to render.</param> public override void OnRender(DrawingContext dc) { // Call the base class in case this control contains other controls. // Depending on where those controls are placed, this call might not // be optimal. base.OnRender(dc); // Calculate some initial values for positioning and drawing the // MenuItems. // Set the width of each MenuItem. int largeX = Resources.GetBitmap( Resources.BitmapResources.Canvas_Panel_Icon).Width + xOffsetSeparation; // Set the starting x position. int x = (_width / 2) - ((largeX * 2) + (largeX / 2)); // Set the starting y position. int y = 6; // Set the scaling of the current MenuItem. int scale = 0; // Set the scaling offset based on the animation step. int scaleOffset = System.Math.Abs(_animationStep); // Adjust the x based on the animation step. x += _animationStep * 5; // Iterate through the children, limiting them to 2 in front and 2 // behind the current child. This places the current MenuItem in the // middle of the menu. for (int i = _currentChild - 2; i < _currentChild + 3; i++) { // If we are on the current child... if (i == _currentChild) { // Scale the current child based on the current animation step // value. The current child is getting smaller, so take the // largest value (maxStep) and subtract the current scaling // offset. scale = maxStep - scaleOffset; } else { // If we are moving left and are drawing the child to the left, // or we are moving right and are drawing the child to the // right, then that child needs to be growing in size. Else the // child is drawn without any scaling. if ((_animationStep < 0 && i == _currentChild + 1) || (_animationStep > 0 && i == _currentChild - 1)) { scale = scaleOffset; } else { scale = 0; } } // Variable to point to the current MenuItem we want to draw. MenuItem menuItem = null; // Get the correct MenuItem from the array based on the value of i. // Because we are looking 2 left and 2 right, if the current child // is near the beginning or end of the array, we have to watch for // wrapping around the ends. if (i < 0) { menuItem = (MenuItem)MenuItemList[MenuItemList.Count + i]; } else if (i > MenuItemList.Count - 1) { menuItem = (MenuItem)MenuItemList[i - MenuItemList.Count]; } else { menuItem = (MenuItem)MenuItemList[i]; } // Have the MenuItem render itself based on the position and scaling // calculated. menuItem.Render(dc, x, y, scale); // Increment the x position by the size of the MenuItems x += largeX; } // Draw the current menuItem's text. if (_width > 0) { // Check the window size for displaying instructions. int step = 20; int row = 120; // Check for portrait display. if (_width < _height) { step = 40; } // Draw the description of the current MenuItem. string text = ((MenuItem)MenuItemList[_currentChild]).Description; dc.DrawText(ref text, Resources.GetFont(Resources.FontResources.NinaBFont), Color.White, 10, row, _width - 20, step, TextAlignment.Center, TextTrimming.None); // Draw the basic instructions for the menu. text = Resources.GetString(Resources.StringResources.MenuScrolling); row += (step * 2); dc.DrawText(ref text, Resources.GetFont(Resources.FontResources.NinaBFont), Color.White, 10, row, _width - 20, step, TextAlignment.Center, TextTrimming.None); text = Resources.GetString(Resources.StringResources.MenuSelection); row += step; dc.DrawText(ref text, Resources.GetFont(Resources.FontResources.NinaBFont), Color.White, 10, row, _width - 20, step, TextAlignment.Center, TextTrimming.None); text = Resources.GetString(Resources.StringResources.ReturnToMenu); row += step; dc.DrawText(ref text, Resources.GetFont(Resources.FontResources.NinaBFont), Color.White, 10, row, _width - 20, step, TextAlignment.Center, TextTrimming.None); } // Start the animation timer. The animation timer is called every time // the menu is rendered. The animation timer will handle decrementing // the _animationStep member and stopping the timer when _animationStep // reaches 0. StartAnimationTimer(); }