/// <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) { // Draw the selected entry in yellow, otherwise white. Color yelow = new Color(255, 250, 101); Color color = isSelected ? yelow : myColor; // Pulsate the size of the selected menu entry. double time = gameTime.TotalGameTime.TotalSeconds; // 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 = screenManager.Font; float w = screenManager.GraphicsDevice.PresentationParameters.BackBufferWidth; float h = screenManager.GraphicsDevice.PresentationParameters.BackBufferHeight; Vector2 textScale = new Vector2(w / 1272, h / 720); Vector2 origin = font.MeasureString(text)/2; spriteBatch.DrawString(font, text, position, color, 0, origin, scale * textScale, SpriteEffects.None, 0); }
/// <summary> /// Updates the menu item text, adding information about the network /// quality of service as soon as that becomes available. /// </summary> public override void Update(MenuScreen screen, bool isSelected, GameTime gameTime) { base.Update(screen, isSelected, gameTime); // Quality of service data can take some time to query, so it will not // be filled in straight away when NetworkSession.Find returns. We want // to display the list of available sessions straight away, and then // fill in the quality of service data whenever that becomes available, // so we keep checking until this data shows up. if (screen.IsActive && !gotQualityOfService) { QualityOfService qualityOfService = availableSession.QualityOfService; if (qualityOfService.IsAvailable) { TimeSpan pingTime = qualityOfService.AverageRoundtripTime; Text += string.Format(" - {0:0} ms", pingTime.TotalMilliseconds); gotQualityOfService = true; } } }
/// <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); float pulsate = 1;// (float)Math.Sin(time * 6) + 1; scale = 1 + pulsate * 0.05f * selectionFade; }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return (int)screen.ScreenManager.Font.MeasureString(text).Y; }