#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 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; Rectangle destination; #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 Rectangle Destination { get { return destination; } set { destination = value; } } 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 || IOS || ANDROID 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 || IOS || ANDROID // 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; spriteBatch.Draw(screenManager.ButtonBackground, destination, 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 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; if (Scale == 1f) { textPosition = new Vector2((int)destination.X + destination.Width / 2 - GetWidth(screen) / 2, (int)destination.Y); } else { textPosition = new Vector2( (int)destination.X + (destination.Width / 2 - ((GetWidth(screen) / 2) * Scale)), (int)destination.Y + (GetHeight(screen) - GetHeight(screen) * Scale) / 2); } return textPosition; } #endregion } }