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 float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 2; if (isSelected) selectionFade = Math.Min(selectionFade + fadeSpeed, 1); else selectionFade = Math.Max(selectionFade - fadeSpeed, 0); }
public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime) { #if WINDOWS_PHONE || PS_VITA isSelected = false; #endif Color color = enabled ? isSelected ? Color.OrangeRed : Color.WhiteSmoke : Color.SlateGray; color *= screen.TransitionAlpha; ScreenManager screenManager = screen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; SpriteFont font = Assets.menuFont; Vector2 origin = new Vector2(0, font.LineSpacing / 2); ShadowedString.DrawShadowedString(font, text, position, color, 0, origin, 1.0f, spriteBatch); }
/// <summary> /// Queries how wide the entry is, used for centering on the screen. /// </summary> public virtual int GetWidth(MenuScreen screen) { return (int)Assets.menuFont.MeasureString(text).X; }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return Assets.menuFont.LineSpacing; }