/// <summary> /// Draws the menu entry. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime) { Color color = isSelected ? Color.Yellow : Color.Black; // Pulsate thet size of the selected 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 / 2f); spriteBatch.DrawString(font, Text, Position, color, 0f, origin, scale, SpriteEffects.None, 0f); }
/// <summary> /// Queries how much space this menu entry requires. /// </summary> public virtual int GetHeight(MenuScreen screen) { return(screen.ScreenManager.Font.LineSpacing); }
/// <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); }