public override void Draw(MenuScreenBase 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 = screen.TransitionColor(color); var spriteBatch = screen.ScreenManager.SpriteBatch; var font = screen.ScreenManager.SharedSmallFont; Vector2 origin = new Vector2(0, font.LineSpacing / 2); string text = typedText; if (isPassword) text = "".PadRight(text.Length, '*'); if (isSelected) text += "_"; spriteBatch.DrawString(font, text, position + new Vector2(300, 0), color, 0.0f, origin, scale, SpriteEffects.None, 0); base.Draw(screen, position, isSelected, gameTime); }
public virtual void Draw(MenuScreenBase 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 = screen.TransitionColor(color); var spriteBatch = screen.ScreenManager.SpriteBatch; var font = screen.ScreenManager.SharedHeaderFont; Vector2 origin = new Vector2(0, font.LineSpacing / 2); spriteBatch.DrawString(font, _text, position, color, 0.0f, origin, scale, SpriteEffects.None, 0); }
/// <summary> /// Updates the menu entry. /// </summary> public virtual void Update(MenuScreenBase 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); }
public override void Update(MenuScreenBase screen, bool isSelected, Microsoft.Xna.Framework.GameTime gameTime) { base.Update(screen, isSelected, gameTime); var input = screen.ScreenManager.InputManager; if(isSelected && !selectedLastTime) { // Setup the input mnager to read text from keyboard input.TextInputBuffer = typedText; input.StartReadingKeysToTextBuffer(); } if(!isSelected && selectedLastTime) { // Tear down input manager reading from keyboard if // the new selected entry isn't a TextInputMenuEntry if(!(screen.SelectedEntry is TextInputMenuEntry)) input.StopReadingKeysToTextBuffer(); } if (isSelected) { // Read the buffer to local variable typedText = input.TextInputBuffer; } // Remember the last state for setup and tear down of the input system selectedLastTime = isSelected; }