//----------------------------------------------------------------------------- // MenuEntry.cs // // XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Blackjack; using CardsFramework; using Microsoft.Xna.Framework.Net; namespace GameStateManagement { /// /// MenuEntry subclass for displaying AvailableNetworkSession info. /// class AvailableSessionMenuEntry : MenuEntry { public AvailableNetworkSession AvailableSession { get; } public AvailableSessionMenuEntry(AvailableNetworkSession session) : base(GetMenuItemText(session)) { AvailableSession = session; } static string GetMenuItemText(AvailableNetworkSession session) { int totalSlots = session.CurrentGamerCount + session.OpenPublicGamerSlots; return $"{session.HostGamertag} ({session.CurrentGamerCount}/{totalSlots})"; } } /// /// Helper class represents a single entry in a MenuScreen. By default this /// just draws the entry text string, but it can be customized to display menu /// entries in different ways. This also provides an event that will be raised /// when the menu entry is selected. /// class MenuEntry { /// /// The text rendered for this entry. /// string text; /// /// Tracks a fading selection effect on the entry. /// /// /// The entries transition out of the selection effect when they are deselected. /// float selectionFade; Rectangle destination; /// /// Gets or sets the text of this menu entry. /// public string Text { get { return text; } set { text = value; } } /// /// Gets or sets the position at which to draw this menu entry. /// public Rectangle Destination { get { return destination; } set { destination = value; } } public float Scale { get; set; } public float Rotation { get; set; } /// /// Optional tag for storing custom data (e.g., session reference). /// public object Tag { get; set; } /// /// Event raised when the menu entry is selected. /// public event EventHandler Selected; /// /// Method for raising the Selected event. /// protected internal virtual void OnSelectEntry(PlayerIndex playerIndex) { if (Selected != null) Selected(this, new PlayerIndexEventArgs(playerIndex)); } /// /// Constructs a new menu entry with the specified text. /// public MenuEntry(string text) { this.text = text; Scale = 1f; Rotation = 0f; } /// /// Updates the menu entry. /// public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime) { // there is no such thing as a selected item on Windows Phone, so we always // force isSelected to be false if (UIUtility.IsMobile) { isSelected = false; } // 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); } /// /// Draws the menu entry. This can be overridden to customize the appearance. /// public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime) { Color textColor = isSelected ? Color.White : Color.Black; // Check if this menu entry is currently being pressed bool isPressed = screen.IsMouseDown && isSelected; if (UIUtility.IsMobile) { // there is no such thing as a selected item on Windows Phone, so we always // force isSelected to be false isSelected = false; isPressed = false; textColor = Color.Black; } // Draw text, centered on the middle of each line. ScreenManager screenManager = screen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; SpriteFont font = screenManager.Font; // Use pressed texture when button is being pressed, otherwise use regular texture Texture2D buttonTexture = isPressed ? screenManager.ButtonPressed : screenManager.ButtonBackground; spriteBatch.Draw(buttonTexture, destination, Color.White); spriteBatch.DrawString(screenManager.Font, text, getTextPosition(screen), textColor, Rotation, Vector2.Zero, Scale, SpriteEffects.None, 0); } /// /// Queries how much space this menu entry requires. /// public virtual int GetHeight(MenuScreen screen) { return screen.ScreenManager.Font.LineSpacing; } /// /// Queries how wide the entry is, used for centering on the screen. /// public virtual int GetWidth(MenuScreen screen) { return (int)screen.ScreenManager.Font.MeasureString(Text).X; } private Vector2 getTextPosition(MenuScreen screen) { Vector2 textPosition = Vector2.Zero; // Calculate horizontal centering float centeredX = destination.X + (destination.Width / 2.0f) - (GetWidth(screen) / 2.0f) * Scale; // Calculate vertical centering float centeredY = destination.Y + (destination.Height / 2.0f) - (GetHeight(screen) / 2.0f) * Scale; textPosition = new Vector2(centeredX, centeredY); return textPosition; } } }