private void DrawTextfields(Screen screen, GameTime time) { //Draw field background int buttonW = (int)(_buttonWidth * 0.2f); Rectangle left = new Rectangle(_r[1, 0].X, _r[1, 0].Y, buttonW, _r[1, 0].Height); Rectangle center = new Rectangle(_r[1, 0].X + buttonW, _r[1, 0].Y, (_r[1, 0].Width * (_r.GetLength(1) + 1)) - (buttonW * 2), _r[1, 0].Height); Rectangle right = new Rectangle(_r[1, 0].X + center.Width + buttonW, _r[1, 0].Y, buttonW, _r[1, 0].Height); screen.AddSprite(true, _textureKeys[3], left, Vector2.Zero, 0, Color.White, 1, null, false); screen.AddSprite(true, _textureKeys[4], center, Vector2.Zero, 0, Color.White, 1, null, false); screen.AddSprite(true, _textureKeys[5], right, Vector2.Zero, 0, Color.White, 1, null, false); screen.AddText(_fontKey, _descriptionText, new Vector2( _r[0, 0].X + buttonW, (_r[0, 0].Y + (_textfield.Height / 2)) - ((SpriteFont)screen.ScreenManager.AssetsManager.GetAsset(_fontKey)).MeasureString(_descriptionText).Y / 2), Vector2.Zero, Vector2.One, 0, Color.White, 0); //this is the input string that is drawn //its the same as _inputText but with a few modifications string drawString = _inputText; //do the password thing if (_passwordMode) { int stars = drawString.Length - 0; if (stars < 0) stars = 0; string s = ""; for (int i = 0; i < stars; i++) s += "*"; } //add the flashing indicator if (time.TotalGameTime.Milliseconds / 500 % 2 == 0) drawString += "|"; //format the string so its not to long for the textfield while (((SpriteFont)screen.ScreenManager.AssetsManager.GetAsset(_fontKey)).MeasureString(drawString).X > center.Width) drawString = drawString.Remove(0, 1); screen.AddText(_fontKey, drawString, new Vector2( _r[1, 0].X + buttonW, (_r[1, 0].Y + (_textfield.Height / 2)) - ((SpriteFont)screen.ScreenManager.AssetsManager.GetAsset(_fontKey)).MeasureString(drawString).Y / 2), Vector2.Zero, Vector2.One, 0, Color.White, 0); }
public void Draw(Screen screen) { //Reset button state optionPressed = null; //Update every button and see if any is pressed for (int s = 0; s < optionsMenu.Count; s++) { Rectangle bound = optionsBound; Vector2 position = new Vector2((startPosition.X) - bound.Width / 2f, startPosition.Y + (s * (optionsBound.Height * spacing))); bound.X = (int)position.X; bound.Y = (int)position.Y; //Check what alignment we want on the button text float orginX; switch (align) { case MenuAlign.Center: orginX = ((SpriteFont)screen.ScreenManager.AssetsManager.GetAsset(fontKey)).MeasureString(optionsMenu[s]).X / 2 - bound.Width / 2f; break; case MenuAlign.Right: orginX = ((SpriteFont)screen.ScreenManager.AssetsManager.GetAsset(fontKey)).MeasureString(optionsMenu[s]).X - bound.Width; break; default: orginX = 0; break; } //Add a draw of the button screen.AddText(fontKey, optionsMenu[s], position, new Vector2(orginX, 0), Vector2.One, 0, Color.White, 0); //check if any button was pressed if (Touch == null) return; foreach (TouchLocation t in Touch) { if (bound.Contains(t.Position)) { optionPressed = optionsMenu[s]; break; } if (optionPressed != null) break; } } }
private void DrawButton(int x, int y, Screen screen) { int buttonW = (int)(_buttonWidth * 0.2f); Rectangle left = new Rectangle( _r[y,x].X, _r[y, x].Y, buttonW, _r[y, x].Height); Rectangle center = new Rectangle( _r[y, x].X + buttonW, _r[y, x].Y, _r[y, x].Width - (buttonW * 2), _r[y, x].Height); Rectangle right = new Rectangle( _r[y, x].X + _r[y, x].Width - buttonW, _r[y, x].Y, buttonW, _r[y, x].Height); screen.AddSprite(true, _textureKeys[0], left, Vector2.Zero, 0, Color.White, 1, null, false); screen.AddSprite(true, _textureKeys[1], center, Vector2.Zero, 0, Color.White, 1, null, false); screen.AddSprite(true, _textureKeys[2], right, Vector2.Zero, 0, Color.White, 1, null, false); screen.AddText(_fontKey, _c[y, x], new Vector2( (_r[y, x].X + (_r[y, x].Width / 2)) - ((SpriteFont) screen.ScreenManager.AssetsManager.GetAsset(_fontKey)). MeasureString(_c[y, x]).X / 2, (_r[y, x].Y + (_r[y, x].Height / 2)) - ((SpriteFont) screen.ScreenManager.AssetsManager.GetAsset(_fontKey)). MeasureString(_c[y, x]).Y / 2), Vector2.Zero, Vector2.One, 0, Color.White, 0); }