#region File Description //----------------------------------------------------------------------------- // MenuEntry.cs // // XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; #if IPHONE using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; #else using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; #endif #endregion namespace Microsoft.Xna.Samples.GameStateManagement { /// /// 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; #endregion #region Properties /// /// Gets or sets the text of this menu entry. /// public string Text { get { return text; } set { text = value; } } #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; } #endregion #region Update and Draw /// /// Updates the menu entry. /// 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); } /// /// Draws the menu entry. This can be overridden to customize the appearance. /// public virtual void Draw(MenuScreen screen, Vector2 position, 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 = new Color(color.R, color.G, color.B, 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 / 2); spriteBatch.DrawString(font, text, position, color, 0, origin, scale, SpriteEffects.None, 0); } /// /// Queries how much space this menu entry requires. /// public virtual int GetHeight(MenuScreen screen) { return screen.ScreenManager.Font.LineSpacing; } #endregion } }