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- #region File Description
- //-----------------------------------------------------------------------------
- // MenuScreen.cs
- //
- // XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using System.Collections.Generic;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input.Touch;
- using Microsoft.Xna.Framework.Input;
- #endregion
- namespace GameStateManagement
- {
- /// <summary>
- /// 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.
- /// </summary>
- abstract class MenuScreen : GameScreen
- {
- #region Fields
- List<MenuEntry> menuEntries = new List<MenuEntry>();
- int selectedEntry = 0;
- string menuTitle;
- #endregion
- #region Properties
- /// <summary>
- /// Gets the list of menu entries, so derived classes can add
- /// or change the menu contents.
- /// </summary>
- protected IList<MenuEntry> MenuEntries
- {
- get { return menuEntries; }
- }
- #endregion
- #region Initialization
- /// <summary>
- /// Constructor.
- /// </summary>
- public MenuScreen(string menuTitle)
- {
- this.menuTitle = menuTitle;
- TransitionOnTime = TimeSpan.FromSeconds(0.5);
- TransitionOffTime = TimeSpan.FromSeconds(0.5);
- }
- #endregion
- #region Handle Input
- /// <summary>
- /// Responds to user input, changing the selected entry and accepting
- /// or cancelling the menu.
- /// </summary>
- public override void HandleInput(InputState input)
- {
- // Move to the previous menu entry?
- if (input.IsMenuUp(ControllingPlayer))
- {
- selectedEntry--;
- if (selectedEntry < 0)
- selectedEntry = menuEntries.Count - 1;
- }
- // Move to the next menu entry?
- if (input.IsMenuDown(ControllingPlayer))
- {
- selectedEntry++;
- if (selectedEntry >= menuEntries.Count)
- selectedEntry = 0;
- }
- // Accept or cancel the menu? We pass in our ControllingPlayer, which may
- // either be null (to accept input from any player) or a specific index.
- // If we pass a null controlling player, the InputState helper returns to
- // us which player actually provided the input. We pass that through to
- // OnSelectEntry and OnCancel, so they can tell which player triggered them.
- PlayerIndex playerIndex;
- if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
- {
- OnSelectEntry(selectedEntry, playerIndex);
- }
- else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
- {
- OnCancel(playerIndex);
- }
- }
- /// <summary>
- /// Handler for when the user has chosen a menu entry.
- /// </summary>
- protected virtual void OnSelectEntry(int entryIndex, PlayerIndex playerIndex)
- {
- menuEntries[entryIndex].OnSelectEntry(playerIndex);
- }
- /// <summary>
- /// Handler for when the user has cancelled the menu.
- /// </summary>
- protected virtual void OnCancel(PlayerIndex playerIndex)
- {
- ExitScreen();
- }
- /// <summary>
- /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler.
- /// </summary>
- protected void OnCancel(object sender, PlayerIndexEventArgs e)
- {
- OnCancel(e.PlayerIndex);
- }
- #endregion
- #region Update and Draw
- /// <summary>
- /// Allows the screen the chance to position the menu entries. By default
- /// all menu entries are lined up in a vertical list, centered on the screen.
- /// </summary>
- protected virtual void UpdateMenuEntryLocations()
- {
- // 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);
- // start at Y = 175; each X value is generated per entry
- Vector2 position = new Vector2(0f, 175f);
- // update each menu entry's location in turn
- for (int i = 0; i < menuEntries.Count; i++)
- {
- MenuEntry menuEntry = menuEntries[i];
-
- // each entry is to be centered horizontally
- position.X = ScreenManager.GraphicsDevice.Viewport.Width / 2 - menuEntry.GetWidth(this) / 2;
- if (ScreenState == ScreenState.TransitionOn)
- position.X -= transitionOffset * 256;
- else
- position.X += transitionOffset * 512;
- // set the entry's position
- menuEntry.Position = position;
- // move down for the next entry the size of this entry
- position.Y += menuEntry.GetHeight(this);
- }
- }
- /// <summary>
- /// Updates the menu.
- /// </summary>
- 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);
- }
- }
- /// <summary>
- /// Draws the menu.
- /// </summary>
- public override void Draw(GameTime gameTime)
- {
- // make sure our entries are in the right place before we draw them
- UpdateMenuEntryLocations();
- GraphicsDevice graphics = ScreenManager.GraphicsDevice;
- SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
- SpriteFont font = ScreenManager.Font;
- spriteBatch.Begin();
- // Draw each menu entry in turn.
- for (int i = 0; i < menuEntries.Count; i++)
- {
- MenuEntry menuEntry = menuEntries[i];
- bool isSelected = IsActive && (i == selectedEntry);
- menuEntry.Draw(this, isSelected, gameTime);
- }
- // 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);
- // Draw the menu title centered on the screen
- Vector2 titlePosition = new Vector2(graphics.Viewport.Width / 2, 80);
- Vector2 titleOrigin = font.MeasureString(menuTitle) / 2;
- Color titleColor = new Color(192, 192, 192) * TransitionAlpha;
- float titleScale = 1.25f;
- titlePosition.Y -= transitionOffset * 100;
- spriteBatch.DrawString(font, menuTitle, titlePosition, titleColor, 0,
- titleOrigin, titleScale, SpriteEffects.None, 0);
- spriteBatch.End();
- }
- #endregion
- }
- }
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