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- #region File Description
- //-----------------------------------------------------------------------------
- // MainMenuScreen.cs
- //
- // Microsoft 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.Content;
- using Microsoft.Xna.Framework.Graphics;
- using RolePlayingGameData;
- #endregion
- namespace RolePlaying
- {
- /// <summary>
- /// The main menu screen is the first thing displayed when the game starts up.
- /// </summary>
- class MainMenuScreen : MenuScreen
- {
- #region Graphics Data
- private Texture2D backgroundTexture;
- private Vector2 backgroundPosition;
- private Texture2D descriptionAreaTexture;
- private Vector2 descriptionAreaPosition;
- private Vector2 descriptionAreaTextPosition;
- private Texture2D iconTexture;
- private Vector2 iconPosition;
- private Texture2D backTexture;
- private Vector2 backPosition;
- private Texture2D selectTexture;
- private Vector2 selectPosition;
- private Texture2D plankTexture1, plankTexture2, plankTexture3;
- #endregion
- #region Menu Entries
- MenuEntry newGameMenuEntry, exitGameMenuEntry;
- MenuEntry saveGameMenuEntry, loadGameMenuEntry;
- MenuEntry controlsMenuEntry, helpMenuEntry;
- #endregion
- #region Initialization
- /// <summary>
- /// Constructor fills in the menu contents.
- /// </summary>
- public MainMenuScreen()
- : base()
- {
- // add the New Game entry
- newGameMenuEntry = new MenuEntry("New Game");
- newGameMenuEntry.Description = "Start a New Game";
- newGameMenuEntry.Font = Fonts.HeaderFont;
- newGameMenuEntry.Position = new Vector2(715, 0f);
- newGameMenuEntry.Selected += NewGameMenuEntrySelected;
- MenuEntries.Add(newGameMenuEntry);
- // add the Save Game menu entry,
- // if the game has started but is not in combat
- if (Session.IsActive && !CombatEngine.IsActive)
- {
- saveGameMenuEntry = new MenuEntry("Save Game");
- saveGameMenuEntry.Description = "Save the Game";
- saveGameMenuEntry.Font = Fonts.HeaderFont;
- saveGameMenuEntry.Position = new Vector2(730, 0f);
- saveGameMenuEntry.Selected += SaveGameMenuEntrySelected;
- MenuEntries.Add(saveGameMenuEntry);
- }
- else
- {
- saveGameMenuEntry = null;
- }
- // add the Load Game menu entry
- loadGameMenuEntry = new MenuEntry("Load Game");
- loadGameMenuEntry.Description = "Load the Game";
- loadGameMenuEntry.Font = Fonts.HeaderFont;
- loadGameMenuEntry.Position = new Vector2(700, 0f);
- loadGameMenuEntry.Selected += LoadGameMenuEntrySelected;
- MenuEntries.Add(loadGameMenuEntry);
- // add the Controls menu entry
- controlsMenuEntry = new MenuEntry("Controls");
- controlsMenuEntry.Description = "View Game Controls";
- controlsMenuEntry.Font = Fonts.HeaderFont;
- controlsMenuEntry.Position = new Vector2(720, 0f);
- controlsMenuEntry.Selected += ControlsMenuEntrySelected;
- MenuEntries.Add(controlsMenuEntry);
- // add the Help menu entry
- helpMenuEntry = new MenuEntry("Help");
- helpMenuEntry.Description = "View Game Help";
- helpMenuEntry.Font = Fonts.HeaderFont;
- helpMenuEntry.Position = new Vector2(700, 0f);
- helpMenuEntry.Selected += HelpMenuEntrySelected;
- MenuEntries.Add(helpMenuEntry);
- // create the Exit menu entry
- exitGameMenuEntry = new MenuEntry("Exit");
- exitGameMenuEntry.Description = "Quit the Game";
- exitGameMenuEntry.Font = Fonts.HeaderFont;
- exitGameMenuEntry.Position = new Vector2(720, 0f);
- exitGameMenuEntry.Selected += OnCancel;
- MenuEntries.Add(exitGameMenuEntry);
- // start the menu music
- AudioManager.PushMusic("MainTheme");
- }
- /// <summary>
- /// Load the graphics content for this screen.
- /// </summary>
- public override void LoadContent()
- {
- // load the textures
- ContentManager content = ScreenManager.Game.Content;
- backgroundTexture = content.Load<Texture2D>(@"Textures\MainMenu\MainMenu");
- descriptionAreaTexture =
- content.Load<Texture2D>(@"Textures\MainMenu\MainMenuInfoSpace");
- iconTexture = content.Load<Texture2D>(@"Textures\MainMenu\GameLogo");
- plankTexture1 =
- content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank");
- plankTexture2 =
- content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank02");
- plankTexture3 =
- content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
- backTexture = content.Load<Texture2D>(@"Textures\Buttons\BButton");
- selectTexture = content.Load<Texture2D>(@"Textures\Buttons\AButton");
- // calculate the texture positions
- Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
- backgroundPosition = new Vector2(
- (viewport.Width - backgroundTexture.Width) / 2,
- (viewport.Height - backgroundTexture.Height) / 2);
- descriptionAreaPosition = backgroundPosition + new Vector2(158, 130);
- descriptionAreaTextPosition = backgroundPosition + new Vector2(158, 350);
- iconPosition = backgroundPosition + new Vector2(170, 80);
- backPosition = backgroundPosition + new Vector2(225, 610);
- selectPosition = backgroundPosition + new Vector2(1120, 610);
- // set the textures on each menu entry
- newGameMenuEntry.Texture = plankTexture3;
- if (saveGameMenuEntry != null)
- {
- saveGameMenuEntry.Texture = plankTexture2;
- }
- loadGameMenuEntry.Texture = plankTexture1;
- controlsMenuEntry.Texture = plankTexture2;
- helpMenuEntry.Texture = plankTexture3;
- exitGameMenuEntry.Texture = plankTexture1;
- // now that they have textures, set the proper positions on the menu entries
- for (int i = 0; i < MenuEntries.Count; i++)
- {
- MenuEntries[i].Position = new Vector2(
- MenuEntries[i].Position.X,
- 500f - ((MenuEntries[i].Texture.Height - 10) *
- (MenuEntries.Count - 1 - i)));
- }
- base.LoadContent();
- }
- #endregion
- #region Updating
- /// <summary>
- /// Handles user input.
- /// </summary>
- public override void HandleInput()
- {
- if (InputManager.IsActionTriggered(InputManager.Action.Back) &&
- Session.IsActive)
- {
- AudioManager.PopMusic();
- ExitScreen();
- return;
- }
- base.HandleInput();
- }
- /// <summary>
- /// Event handler for when the New Game menu entry is selected.
- /// </summary>
- void NewGameMenuEntrySelected(object sender, EventArgs e)
- {
- if (Session.IsActive)
- {
- ExitScreen();
- }
- ContentManager content = ScreenManager.Game.Content;
- LoadingScreen.Load(ScreenManager, true, new GameplayScreen(
- content.Load<GameStartDescription>("MainGameDescription")));
- }
- /// <summary>
- /// Event handler for when the Save Game menu entry is selected.
- /// </summary>
- void SaveGameMenuEntrySelected(object sender, EventArgs e)
- {
- ScreenManager.AddScreen(
- new SaveLoadScreen(SaveLoadScreen.SaveLoadScreenMode.Save));
- }
- /// <summary>
- /// Event handler for when the Load Game menu entry is selected.
- /// </summary>
- void LoadGameMenuEntrySelected(object sender, EventArgs e)
- {
- SaveLoadScreen loadGameScreen =
- new SaveLoadScreen(SaveLoadScreen.SaveLoadScreenMode.Load);
- loadGameScreen.LoadingSaveGame += new SaveLoadScreen.LoadingSaveGameHandler(
- loadGameScreen_LoadingSaveGame);
- ScreenManager.AddScreen(loadGameScreen);
- }
- /// <summary>
- /// Handle save-game-to-load-selected events from the SaveLoadScreen.
- /// </summary>
- void loadGameScreen_LoadingSaveGame(SaveGameDescription saveGameDescription)
- {
- if (Session.IsActive)
- {
- ExitScreen();
- }
- LoadingScreen.Load(ScreenManager, true,
- new GameplayScreen(saveGameDescription));
- }
- /// <summary>
- /// Event handler for when the Controls menu entry is selected.
- /// </summary>
- void ControlsMenuEntrySelected(object sender, EventArgs e)
- {
- ScreenManager.AddScreen(new ControlsScreen());
- }
- /// <summary>
- /// Event handler for when the Help menu entry is selected.
- /// </summary>
- void HelpMenuEntrySelected(object sender, EventArgs e)
- {
- ScreenManager.AddScreen(new HelpScreen());
- }
-
- /// <summary>
- /// When the user cancels the main menu,
- /// or when the Exit Game menu entry is selected.
- /// </summary>
- protected override void OnCancel()
- {
- // add a confirmation message box
- string message = String.Empty;
- if (Session.IsActive)
- {
- message =
- "Are you sure you want to exit? All unsaved progress will be lost.";
- }
- else
- {
- message = "Are you sure you want to exit?";
- }
- MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message);
- confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted;
- ScreenManager.AddScreen(confirmExitMessageBox);
- }
- /// <summary>
- /// Event handler for when the user selects Yes
- /// on the "Are you sure?" message box.
- /// </summary>
- void ConfirmExitMessageBoxAccepted(object sender, EventArgs e)
- {
- ScreenManager.Game.Exit();
- }
-
- #endregion
- #region Drawing
- /// <summary>
- /// Draw this screen.
- /// </summary>
- public override void Draw(GameTime gameTime)
- {
- SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
- spriteBatch.Begin();
- // draw the background images
- spriteBatch.Draw(backgroundTexture, backgroundPosition, Color.White);
- spriteBatch.Draw(descriptionAreaTexture, descriptionAreaPosition,
- Color.White);
- spriteBatch.Draw(iconTexture, iconPosition, Color.White);
- // 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);
- }
- // draw the description text for the selected entry
- MenuEntry selectedMenuEntry = SelectedMenuEntry;
- if ((selectedMenuEntry != null) &&
- !String.IsNullOrEmpty(selectedMenuEntry.Description))
- {
- Vector2 textSize =
- Fonts.DescriptionFont.MeasureString(selectedMenuEntry.Description);
- Vector2 textPosition = descriptionAreaTextPosition + new Vector2(
- (float)Math.Floor((descriptionAreaTexture.Width - textSize.X) / 2),
- 0f);
- spriteBatch.DrawString(Fonts.DescriptionFont,
- selectedMenuEntry.Description, textPosition, Color.White);
- }
- // draw the select instruction
- spriteBatch.Draw(selectTexture, selectPosition, Color.White);
- spriteBatch.DrawString(Fonts.ButtonNamesFont, "Select",
- new Vector2(
- selectPosition.X - Fonts.ButtonNamesFont.MeasureString("Select").X - 5,
- selectPosition.Y + 5), Color.White);
- // if we are in-game, draw the back instruction
- if (Session.IsActive)
- {
- spriteBatch.Draw(backTexture, backPosition, Color.White);
- spriteBatch.DrawString(Fonts.ButtonNamesFont, "Resume",
- new Vector2(backPosition.X + 55, backPosition.Y + 5), Color.White);
- }
- spriteBatch.End();
- }
- #endregion
- }
- }
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