#region File Description
//-----------------------------------------------------------------------------
// MenuEntry.cs
//
// XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#endregion
namespace HoneycombRush
{
///
/// 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
{
#region Fields
///
/// 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;
///
/// The position at which the entry is drawn. This is set by the MenuScreen
/// each frame in Update.
///
Vector2 position;
Texture2D buttonTexture;
#endregion
#region Properties
///
/// 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 Vector2 Position
{
get { return position; }
set { position = value; }
}
public Rectangle Bounds
{
get
{
return new Rectangle((int)position.X, (int)position.Y,
buttonTexture.Width, buttonTexture.Height);
}
}
public float Scale { get; set; }
public float Rotation{ get; set; }
#endregion
#region Events
///
/// 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));
}
#endregion
#region Initialization
///
/// Constructs a new menu entry with the specified text.
///
public MenuEntry(string text)
{
this.text = text;
Scale = 1f;
Rotation = 0f;
}
#endregion
#region Update and Draw
///
/// 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 WINDOWS_PHONE
isSelected = false;
#endif
// 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;
Color tintColor = isSelected ? Color.White : Color.Gray;
#if WINDOWS_PHONE
// there is no such thing as a selected item on Windows Phone, so we always
// force isSelected to be false
isSelected = false;
tintColor = Color.White;
textColor = Color.Black;
#endif
// Draw text, centered on the middle of each line.
ScreenManager screenManager = screen.ScreenManager;
SpriteBatch spriteBatch = screenManager.SpriteBatch;
SpriteFont font = screenManager.Font;
buttonTexture = screenManager.ButtonBackground;
spriteBatch.Draw(buttonTexture, new Vector2((int)position.X, (int)position.Y), tintColor);
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 (int)screen.ScreenManager.Font.MeasureString(Text).Y;
}
///
/// 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;
if (Scale == 1f)
{
textPosition = new Vector2((int)position.X + buttonTexture.Width / 2 - GetWidth(screen) / 2,
(int)position.Y);
}
else
{
textPosition = new Vector2(
(int)position.X + (buttonTexture.Width / 2 - ((GetWidth(screen) / 2)* Scale)),
(int)position.Y + (GetHeight(screen) - GetHeight(screen) * Scale) / 2);
}
return textPosition;
}
#endregion
}
}