/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime, Texture2D icon) { // selected entry draw red var color = isSelected ? new Color(204, 42, 42) : Color.White; // Modify the alpha to fade text out during transitions. color *= screen.TransitionAlpha; // Draw text, centered on the middle of each line. var screenManager = screen.ScreenManager; var spriteBatch = screenManager.SpriteBatch; var font = screenManager.Font; if (isSelected) { spriteBatch.Draw(icon, new Rectangle(320, (int)_position.Y - 15, 30, 30), Color.White); } var origin = new Vector2(0, font.LineSpacing / 2.0f); spriteBatch.DrawString(font, _text, _position, color, 0, origin, 1f, SpriteEffects.None, 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> /// Updates the menu entry. /// </summary> public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime) { var fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4; _selectionFade = isSelected ? Math.Min(_selectionFade + fadeSpeed, 1) : 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; }