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- //-----------------------------------------------------------------------------
- // MenuComponent.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- namespace XnaGraphicsDemo
- {
- /// <summary>
- /// Base class for all the different screens used in the demo. This provides
- /// a simple touch menu which can display a list of options, and detect when
- /// a menu item is clicked.
- /// </summary>
- class MenuComponent : DrawableGameComponent
- {
- // Properties.
- /// <summary>
- /// Gets the game instance as a DemoGame.
- /// </summary>
- new public DemoGame Game { get { return (DemoGame)base.Game; } }
- /// <returns>The game instance as a DemoGame.</returns>
- /// <summary>
- /// Gets the SpriteBatch used for drawing.
- /// </summary>
- public SpriteBatch SpriteBatch { get { return Game.SpriteBatch; } }
- /// <returns>The SpriteBatch used for drawing.</returns>
- /// <summary>
- /// Gets the default font for menu text.
- /// </summary>
- public SpriteFont Font { get { return Game.Font; } }
- /// <returns>The default font for menu text.</returns>
- /// <summary>
- /// Gets the large font for menu titles.
- /// </summary>
- public SpriteFont BigFont { get { return Game.BigFont; } }
- /// <returns>The large font for menu titles.</returns>
- /// <summary>
- /// Gets the list of menu entries.
- /// </summary>
- protected List<MenuEntry> Entries { get; private set; }
- /// <returns>The list of menu entries.</returns>
- /// <summary>
- /// Gets the last touch point position.
- /// </summary>
- protected Vector2 LastTouchPoint { get; private set; }
- /// <returns>The last touch point position.</returns>
- // Fields.
- /// <summary>
- /// Indicates whether a touch is currently active.
- /// </summary>
- bool touchDown = true;
- /// <summary>
- /// The index of the currently selected menu entry for navigation.
- /// Also used in attract mode to keep everything in sync.
- /// </summary>
- protected int selectedEntry = 0;
- // Static field to track the last selected menu item across all menus
- /// <summary>
- /// Tracks the last selected menu item across all menus.
- /// </summary>
- static int lastSelectedMenuItem = 0;
- /// <summary>
- /// Timer for attract (demo) mode inactivity.
- /// </summary>
- static TimeSpan attractTimer;
- /// <summary>
- /// Stores the last mouse input state.
- /// </summary>
- static MouseState lastInputState = new MouseState(-1, -1, -1, 0, 0, 0, 0, 0);
- /// <summary>
- /// Stores the last keyboard input state.
- /// </summary>
- static KeyboardState lastKeyboardState;
- /// <summary>
- /// Constructor.
- /// </summary>
- public MenuComponent(DemoGame game)
- : base(game)
- {
- Entries = new List<MenuEntry>();
- }
- /// <summary>
- /// Initializes the menu, computing the screen position of each entry.
- /// </summary>
- public override void Initialize()
- {
- Vector2 pos = new Vector2(MenuEntry.Border, 800 - MenuEntry.Border - Entries.Count * MenuEntry.Height);
- foreach (MenuEntry entry in Entries)
- {
- entry.Position = pos;
- pos.Y += MenuEntry.Height;
- }
- base.Initialize();
- }
- /// <summary>
- /// Resets the menu, whenever we transition to or from a different screen.
- /// </summary>
- virtual public void Reset()
- {
- if (selectedEntry >= 0)
- Entries[selectedEntry].IsFocused = false;
- touchDown = true;
- // Restore the last selected menu item if valid, otherwise select the first item
- selectedEntry = (lastSelectedMenuItem >= 0 && lastSelectedMenuItem < Entries.Count)
- ? lastSelectedMenuItem
- : 0;
- // Set initial keyboard focus
- UpdateMenuFocus();
- }
- /// <summary>
- /// Updates the menu state, processing user input.
- /// </summary>
- public override void Update(GameTime gameTime)
- {
- // We read input using the mouse API, which will report the first touch point
- // when run on the phone, but also works on Windows using a regular mouse.
- MouseState input = Game.IsActive ? Mouse.GetState() : new MouseState();
- KeyboardState keyboardInput = Game.IsActive ? Keyboard.GetState() : new KeyboardState();
- // Handle keyboard input
- HandleKeyboardInput(keyboardInput);
- // Scale input if we are running in an unusual screen resolution.
- int touchX = input.X * 480 / Game.Graphics.PreferredBackBufferWidth;
- int touchY = input.Y * 800 / Game.Graphics.PreferredBackBufferHeight;
- // Process the input.
- if (input.LeftButton == ButtonState.Pressed)
- {
- HandleTouchDown(touchX, touchY);
- }
- else
- {
- HandleTouchUp();
- }
- HandleAttractMode(gameTime, input, keyboardInput);
- }
- /// <summary>
- /// Handles input while a touch is occurring.
- /// </summary>
- /// <summary>
- /// Handles input while a touch is occurring, updating selection and focus.
- /// </summary>
- void HandleTouchDown(int touchX, int touchY)
- {
- // Hit test the touch position against the list of menu items.
- int currentEntry = -1;
- for (int i = 0; i < Entries.Count; i++)
- {
- if ((touchY >= Entries[i].Position.Y) && (touchY < Entries[i].Position.Y + MenuEntry.Height))
- {
- currentEntry = i;
- break;
- }
- }
- if (touchDown)
- {
- // Are we already processing a touch?
- if (selectedEntry >= 0)
- {
- if (currentEntry == selectedEntry || Entries[selectedEntry].IsDraggable)
- {
- // Pass drag input to the currently selected item.
- Entries[selectedEntry].IsFocused = true;
- Entries[selectedEntry].OnDragged(touchX - LastTouchPoint.X);
- }
- else
- {
- // If the drag moves off the selected item, unfocus it.
- Entries[selectedEntry].IsFocused = false;
- }
- }
- else
- {
- // If the touch was not on any menu item, process a backgroun drag.
- OnDrag(new Vector2(touchX, touchY) - LastTouchPoint);
- }
- }
- else
- {
- // We are not currently processing a touch.
- touchDown = true;
- selectedEntry = currentEntry;
- // Clear keyboard focus when using touch
- foreach (MenuEntry entry in Entries)
- entry.IsFocused = false;
- if (selectedEntry >= 0)
- {
- // Focus the menu item that has just been touched.
- Entries[selectedEntry].IsFocused = true;
- }
- }
- // Store the most recent touch location.
- LastTouchPoint = new Vector2(touchX, touchY);
- }
- /// <summary>
- /// Handles input when the touch is released.
- /// </summary>
- /// <summary>
- /// Handles input when the touch is released, triggering click actions if needed.
- /// </summary>
- void HandleTouchUp()
- {
- if (touchDown && selectedEntry >= 0 && Entries[selectedEntry].IsFocused)
- {
- // Save the current selection as the last selected menu item
- lastSelectedMenuItem = selectedEntry;
- // If we were touching a menu item, and just released it, process the click action.
- Entries[selectedEntry].IsFocused = false;
- Entries[selectedEntry].OnClicked();
- }
- touchDown = false;
- }
- /// <summary>
- /// Checks if there's any actual keyboard activity between two keyboard states.
- /// </summary>
- /// <summary>
- /// Checks if there is any keyboard activity between two keyboard states.
- /// </summary>
- /// <param name="current">The current keyboard state.</param>
- /// <param name="previous">The previous keyboard state.</param>
- /// <returns>True if there is keyboard activity; otherwise, false.</returns>
- bool HasKeyboardActivity(KeyboardState current, KeyboardState previous)
- {
- // Check if any key was pressed or released
- Keys[] currentKeys = current.GetPressedKeys();
- Keys[] previousKeys = previous.GetPressedKeys();
- // If the number of pressed keys changed, there's activity
- if (currentKeys.Length != previousKeys.Length)
- return true;
- // Check if any different keys are pressed
- foreach (Keys key in currentKeys)
- {
- if (!previous.IsKeyDown(key))
- return true;
- }
- foreach (Keys key in previousKeys)
- {
- if (!current.IsKeyDown(key))
- return true;
- }
- return false;
- }
- /// <summary>
- /// If no input is provided, we go into an automatic attract mode, which cycles
- /// through the various options. This was great for leaving the demo unattended
- /// at the kiosk during the MIX10 conference!
- /// </summary>
- /// <param name="gameTime">The current game time.</param>
- /// <param name="input">The current mouse state.</param>
- /// <param name="keyboardInput">The current keyboard state.</param>
- void HandleAttractMode(GameTime gameTime, MouseState input, KeyboardState keyboardInput)
- {
- // Check if there's any actual keyboard activity
- bool keyboardActivity = HasKeyboardActivity(keyboardInput, lastKeyboardState);
- if (input != lastInputState || keyboardActivity || touchDown)
- {
- // If input has changed, reset the timer.
- attractTimer = TimeSpan.FromSeconds(-15);
- lastInputState = input;
- lastKeyboardState = keyboardInput;
- }
- else
- {
- // If no input occurs, increment the timer.
- attractTimer += gameTime.ElapsedGameTime;
- if (attractTimer > AttractDelay)
- {
- // Timeout! Run the attract action.
- attractTimer = TimeSpan.Zero;
- OnAttract();
- }
- }
- }
- /// <summary>
- /// Allows subclasses to customize their attract behavior. The default is
- /// to simulate a click on the last menu entry, which is usually "back".
- /// </summary>
- protected virtual void OnAttract()
- {
- Entries[Entries.Count - 1].OnClicked();
- }
- /// <summary>
- /// Allows subclasses to customize how long they wait before cycling through the attract sequence.
- /// </summary>
- protected virtual TimeSpan AttractDelay { get { return TimeSpan.FromSeconds(10); } }
- /// <summary>
- /// Draws the list of menu entries.
- /// </summary>
- public override void Draw(GameTime gameTime)
- {
- SpriteBatch.Begin(0, null, null, null, null, null, Game.ScaleMatrix);
- foreach (MenuEntry entry in Entries)
- {
- entry.Draw(SpriteBatch, Font, Game.BlankTexture);
- }
- SpriteBatch.End();
- }
- /// <summary>
- /// Draws the menu title at the top of the screen, optionally with a background color.
- /// </summary>
- /// <param name="title">The title text to display.</param>
- /// <param name="backgroundColor">The background color to use, or null for none.</param>
- /// <param name="titleColor">The color to use for the title text.</param>
- protected void DrawTitle(string title, Color? backgroundColor, Color titleColor)
- {
- if (backgroundColor.HasValue)
- GraphicsDevice.Clear(backgroundColor.Value);
- SpriteBatch.Begin(0, null, null, null, null, null, Game.ScaleMatrix);
- SpriteBatch.DrawString(BigFont, title, new Vector2(480, 24), titleColor, MathHelper.PiOver2, Vector2.Zero, 1, 0, 0);
- SpriteBatch.End();
- }
- /// <summary>
- /// Handles a drag on the background of the screen. Subclasses can override to implement custom drag behavior.
- /// </summary>
- /// <param name="delta">The amount the pointer has moved since the last drag event.</param>
- protected virtual void OnDrag(Vector2 delta)
- {
- }
- /// <summary>
- /// Handles keyboard input for menu navigation and selection.
- /// </summary>
- /// <param name="keyboardInput">The current keyboard state.</param>
- void HandleKeyboardInput(KeyboardState keyboardInput)
- {
- // Check for new key presses
- bool upPressed = keyboardInput.IsKeyDown(Keys.Up) && !lastKeyboardState.IsKeyDown(Keys.Up);
- bool downPressed = keyboardInput.IsKeyDown(Keys.Down) && !lastKeyboardState.IsKeyDown(Keys.Down);
- bool enterPressed = (keyboardInput.IsKeyDown(Keys.Enter) && !lastKeyboardState.IsKeyDown(Keys.Enter)) ||
- (keyboardInput.IsKeyDown(Keys.Space) && !lastKeyboardState.IsKeyDown(Keys.Space));
- bool escapePressed = keyboardInput.IsKeyDown(Keys.Escape) && !lastKeyboardState.IsKeyDown(Keys.Escape);
- // Handle navigation
- if (upPressed && Entries.Count > 0)
- {
- // Clear touch selection and focus when using keyboard
- if (selectedEntry >= 0)
- Entries[selectedEntry].IsFocused = false;
- selectedEntry--;
- if (selectedEntry < 0)
- selectedEntry = Entries.Count - 1;
- UpdateMenuFocus();
- }
- else if (downPressed && Entries.Count > 0)
- {
- // Clear touch selection and focus when using keyboard
- if (selectedEntry >= 0)
- Entries[selectedEntry].IsFocused = false;
- selectedEntry++;
- if (selectedEntry >= Entries.Count)
- selectedEntry = 0;
- UpdateMenuFocus();
- }
- else if (enterPressed && Entries.Count > 0)
- {
- // Save the current selection as the last selected menu item
- lastSelectedMenuItem = selectedEntry;
- // Execute the currently selected menu item
- Entries[selectedEntry].OnClicked();
- }
- else if (escapePressed)
- {
- // Go back - simulate clicking the last menu entry (usually "back" or "quit")
- if (Entries.Count > 0)
- Entries[Entries.Count - 1].OnClicked();
- }
- lastKeyboardState = keyboardInput;
- }
- /// <summary>
- /// Updates the focus state for keyboard navigation, ensuring only the selected entry is focused.
- /// </summary>
- protected void UpdateMenuFocus()
- {
- // Clear all focus first
- foreach (MenuEntry entry in Entries)
- entry.IsFocused = false;
- // Set focus on the keyboard-selected item
- if (selectedEntry >= 0 && selectedEntry < Entries.Count)
- Entries[selectedEntry].IsFocused = true;
- }
- /// <summary>
- /// Gets the currently selected menu item index for keyboard navigation.
- /// </summary>
- /// <returns>The index of the selected menu item.</returns>
- public int GetSelectedIndex()
- {
- return selectedEntry;
- }
- /// <summary>
- /// Sets the selected menu item index for keyboard navigation, updating focus accordingly.
- /// </summary>
- /// <param name="index">The index of the menu item to select.</param>
- public void SetSelectedIndex(int index)
- {
- if (index >= 0 && index < Entries.Count)
- {
- selectedEntry = index;
- lastSelectedMenuItem = index;
- UpdateMenuFocus();
- }
- }
- }
- }
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