//----------------------------------------------------------------------------- // MenuScreen.cs // // XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace AlienGameSample { /// /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// abstract class MenuScreen : GameScreen { List menuEntries = new List(); int selectedEntry; string menuTitle; /// /// Gets the list of menu entries, so derived classes can add /// or change the menu contents. /// protected IList MenuEntries { get { return menuEntries; } } /// /// Constructor. /// public MenuScreen(string menuTitle) { this.menuTitle = menuTitle; TransitionOnTime = TimeSpan.FromSeconds(1.0); TransitionOffTime = TimeSpan.FromSeconds(1.0); } public override void LoadContent() { base.LoadContent(); } /// /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// public override void HandleInput(InputState input) { // Accept or cancel the menu? if (input.MenuSelect) { OnSelectEntry(selectedEntry); } else if (input.MenuCancel) { OnCancel(); } } /// /// Handler for when the user has chosen a menu entry. /// protected virtual void OnSelectEntry(int entryIndex) { menuEntries[selectedEntry].OnSelectEntry(); } /// /// Handler for when the user has cancelled the menu. /// protected virtual void OnCancel() { ExitScreen(); } /// /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler. /// protected void OnCancel(object sender, EventArgs e) { OnCancel(); } /// /// Updates the menu. /// public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } } /// /// Draws the menu. Tweaked a bit from the sample so that it draws menus on the bottom left corner and transitions /// on and off from the bottom. /// public override void Draw(GameTime gameTime) { if (menuEntries.Count > 0) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; Vector2 position = new Vector2(40, 420 - menuEntries[0].GetHeight(this)); // Make the menu slide into place during transitions, using a // power curve to make things look more interesting (this makes // the movement slow down as it nears the end). float transitionOffset = (float)Math.Pow(TransitionPosition, 2); position.Y += transitionOffset * 512; spriteBatch.Begin(); // Draw each menu entry in turn. for (int i = menuEntries.Count - 1; i >= 0; --i) { MenuEntry menuEntry = menuEntries[i]; position.X = 160 - font.MeasureString(menuEntry.Text).X / 2; bool isSelected = IsActive && (i == selectedEntry); menuEntry.Draw(this, position, isSelected, gameTime); position.Y -= menuEntry.GetHeight(this); } spriteBatch.End(); } } } }