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- #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;
- using Microsoft.Xna.Framework.Input;
- #endregion
- namespace GameStateManagement
- {
- /// <summary>
- /// 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.
- /// </summary>
- class MenuEntry
- {
- #region Fields
- /// <summary>
- /// The text rendered for this entry.
- /// </summary>
- string text;
- /// <summary>
- /// Tracks a fading selection effect on the entry.
- /// </summary>
- /// <remarks>
- /// The entries transition out of the selection effect when they are deselected.
- /// </remarks>
- float selectionFade;
- /// <summary>
- /// The position at which the entry is drawn. This is set by the MenuScreen
- /// each frame in Update.
- /// </summary>
- Vector2 position;
- #endregion
- #region Properties
- /// <summary>
- /// Gets or sets the text of this menu entry.
- /// </summary>
- public string Text
- {
- get { return text; }
- set { text = value; }
- }
- /// <summary>
- /// Gets or sets the position at which to draw this menu entry.
- /// </summary>
- public Vector2 Position
- {
- get { return position; }
- set { position = value; }
- }
- #endregion
- #region Events
- /// <summary>
- /// Event raised when the menu entry is selected.
- /// </summary>
- public event EventHandler<PlayerIndexEventArgs> Selected;
- /// <summary>
- /// Method for raising the Selected event.
- /// </summary>
- protected internal virtual void OnSelectEntry(PlayerIndex playerIndex)
- {
- if (Selected != null)
- Selected(this, new PlayerIndexEventArgs(playerIndex));
- }
- #endregion
- #region Initialization
- /// <summary>
- /// Constructs a new menu entry with the specified text.
- /// </summary>
- public MenuEntry(string text)
- {
- this.text = text;
- }
- #endregion
- #region Update and Draw
- /// <summary>
- /// Updates the menu entry.
- /// </summary>
- 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);
- }
- /// <summary>
- /// Draws the menu entry. This can be overridden to customize the appearance.
- /// </summary>
- public virtual void Draw(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
- // Draw the selected entry in yellow, otherwise white.
- Color color = isSelected ? Color.White : Color.Yellow;
- // 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 + new Vector2(4, 4), Color.Black, 0,
- origin, scale, SpriteEffects.None, 0);
- spriteBatch.DrawString(font, text, position, color, 0,
- origin, scale, SpriteEffects.None, 0);
- }
- /// <summary>
- /// Queries how much space this menu entry requires.
- /// </summary>
- public virtual int GetHeight(MenuScreen screen)
- {
- return screen.ScreenManager.Font.LineSpacing;
- }
- /// <summary>
- /// Queries how wide the entry is, used for centering on the screen.
- /// </summary>
- public virtual int GetWidth(MenuScreen screen)
- {
- return (int)screen.ScreenManager.Font.MeasureString(Text).X;
- }
- #endregion
- }
- }
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