/// <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; }
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; }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return (int)screen.ScreenManager.Font.MeasureString(Text).Y; }
/// <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); }
/// <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); }
/// <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); }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return((int)screen.ScreenManager.Font.MeasureString(Text).Y); }