/// <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; }
// ReSharper restore UnusedParameter.Global /// <summary> /// Updates the menu entry. /// </summary> // ReSharper disable UnusedParameter.Global public virtual void Update(MenuScreen 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); }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return screen.ScreenManager.Font.LineSpacing; }
/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen screen, 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.TransitionAlpha; // Draw text, centered on the middle of each line. ScreenManager screenManager = screen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; SpriteFont font = isSelected ? screenManager.SelectionFont : screenManager.Font; if (isSelected) { font.Spacing = -38; position.X -= 18.5f; } var origin = new Vector2(0, font.LineSpacing/2); spriteBatch.DrawString(font, text, position, color, 0, origin, scale, SpriteEffects.None, 0); }
// ReSharper restore UnusedParameter.Global /// <summary> /// Queries how wide the entry is, used for centering on the screen. /// </summary> // ReSharper disable UnusedParameter.Global public virtual int GetWidth(MenuScreen screen) { return recSelected.Width; }
// ReSharper restore UnusedParameter.Global /// <summary> /// Queries how much space this menu entry requires. /// </summary> // ReSharper disable UnusedParameter.Global public virtual int GetHeight(MenuScreen screen) { return rec.Height; }
// ReSharper restore UnusedParameter.Global /// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> // ReSharper disable UnusedParameter.Global public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime) { // Draw the selected entry in yellow, otherwise white. Color color = isSelected ? Color.Yellow : Color.White; // 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; var origin = new Vector2(0, 0); if (!isSelected) position = PositionOriginal; else position = PositionSelected; if (isSelected) spriteBatch.Draw(textureSelected, position, recSelected, Color.White, 0, origin, 1, SpriteEffects.None, 0); else spriteBatch.Draw(texture, position, rec, Color.White, 0, origin, 1, SpriteEffects.None, 0); }