/// <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 color = isSelected ? Color.Yellow : Color.White; // Pulsate the size of the selected menu entry. double time = gameTime.TotalGameTime.TotalSeconds; float pulsate = (float)Math.Sin(time * 6) + 1; float scale = 1 + pulsate * 0.05f * selectionFade; // 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.GameContent.font; Vector2 origin = new Vector2(0, font.LineSpacing / 2); spriteBatch.DrawString(font, text, position, color, 0, origin, scale, SpriteEffects.None, 0); }
/// <summary> /// Constructs a new menu entry with the specified text and location. /// </summary> public MenuEntry(MenuScreen screen, string text, Vector2 position) { this.screen = screen; this.Text = text; this.position = position; this.font = screen.ScreenManager.GameContent.gameFont; }
public Rectangle BoundingRectangle(MenuScreen screen) { { if (texture == null) { Vector2 textSize = screen.ScreenManager.GameContent.debugFont.MeasureString(text); return new Rectangle((int)position.X, (int)position.Y, (int)textSize.X, (int)textSize.Y); } else return new Rectangle((int)position.X, (int)position.Y, texture.Width, texture.Height); } }
/// <summary> /// Constructs a new menu entry with the specified texture and location. /// </summary> public MenuEntry(MenuScreen screen, Texture2D texture, Vector2 position) : this(screen, string.Empty, position) { this.texture = texture; }
/// <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> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return screen.ScreenManager.GameContent.font.LineSpacing; }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return(screen.ScreenManager.GameContent.font.LineSpacing); }
/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime) { // Draw the selected entry in yellow, otherwise white. Color color = isSelected ? Color.Gold : Color.Gray; // Pulsate the size of the selected menu entry. double time = gameTime.TotalGameTime.TotalSeconds; float pulsate = (float)Math.Sin(time * 6) + 1; float scale = 1 + pulsate * 0.03f * selectionFade; // Modify the alpha to fade text out during transitions. color = new Color(color, screen.TransitionAlpha); // Draw text, centered on the middle of each line. ScreenManager screenManager = screen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; if (texture == null) spriteBatch.DrawString(screenManager.GameContent.debugFont, text, position, color, 0, Vector2.Zero, scale, SpriteEffects.None, 1); else spriteBatch.Draw(texture, position, null, color, 0, Vector2.Zero, scale, SpriteEffects.None, 1); }