/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(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 // 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 *= screen.TransitionAlpha; // Draw text, centered on the middle of each line. ScreenManager screenManager = screen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; //SpriteFont font = screenManager.Font; //Vector2 origin = new Vector2(0, font.LineSpacing / 2); //spriteBatch.DrawString(font, text, position, color, 0, origin, scale, SpriteEffects.None, 0); FontRenderer fontRender = new FontRenderer(screenManager.FontFile, screenManager.FontTexture); fontRender.DrawString(spriteBatch, position, text); }
/// <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; return(25); }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { //return screen.ScreenManager.Font.LineSpacing; return(screen.ScreenManager.FontFile.Common.LineHeight); }