axiosengine/axios/ScreenSystem/MenuEntry.cs

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C#
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2012-03-19 23:57:59 +00:00
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace FarseerPhysics.SamplesFramework
{
public enum EntryType
{
Screen,
Separator,
ExitItem,
BackItem
}
/// <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>
public sealed class MenuEntry
{
private float _alpha;
private Vector2 _baseOrigin;
private float _height;
private MenuScreen _menu;
/// <summary>
/// The position at which the entry is drawn. This is set by the MenuScreen
/// each frame in Update.
/// </summary>
private Vector2 _position;
private float _scale;
private GameScreen _screen;
/// <summary>
/// Tracks a fading selection effect on the entry.
/// </summary>
/// <remarks>
/// The entries transition out of the selection effect when they are deselected.
/// </remarks>
private float _selectionFade;
/// <summary>
/// The text rendered for this entry.
/// </summary>
private string _text;
private EntryType _type;
private float _width;
/// <summary>
/// Constructs a new menu entry with the specified text.
/// </summary>
public MenuEntry(MenuScreen menu, string text, EntryType type, GameScreen screen)
{
_text = text;
_screen = screen;
_type = type;
_menu = menu;
_scale = 0.9f;
_alpha = 1.0f;
}
/// <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; }
}
public float Alpha
{
get { return _alpha; }
set { _alpha = value; }
}
public GameScreen Screen
{
get { return _screen; }
}
public void Initialize()
{
SpriteFont font = _menu.ScreenManager.Fonts.MenuSpriteFont;
_baseOrigin = new Vector2(font.MeasureString(Text).X, font.MeasureString("M").Y) * 0.5f;
_width = font.MeasureString(Text).X * 0.8f;
_height = font.MeasureString("M").Y * 0.8f;
}
public bool IsExitItem()
{
return _type == EntryType.ExitItem;
}
public bool IsSelectable()
{
return _type != EntryType.Separator;
}
public bool IsBackItem()
{
return _type == EntryType.BackItem;
}
/// <summary>
/// Updates the menu entry.
/// </summary>
public void Update(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.
if (_type != EntryType.Separator)
{
float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;
if (isSelected)
{
_selectionFade = Math.Min(_selectionFade + fadeSpeed, 1f);
}
else
{
_selectionFade = Math.Max(_selectionFade - fadeSpeed, 0f);
}
_scale = 0.7f + 0.1f * _selectionFade;
}
}
/// <summary>
/// Draws the menu entry. This can be overridden to customize the appearance.
/// </summary>
public void Draw()
{
SpriteFont font = _menu.ScreenManager.Fonts.MenuSpriteFont;
SpriteBatch batch = _menu.ScreenManager.SpriteBatch;
Color color;
if (_type == EntryType.Separator)
{
color = Color.DarkOrange;
}
else
{
// Draw the selected entry in yellow, otherwise white
color = Color.Lerp(Color.White, new Color(255, 210, 0), _selectionFade);
}
color *= _alpha;
// Draw text, centered on the middle of each line.
batch.DrawString(font, _text, _position - _baseOrigin * _scale + Vector2.One,
Color.DarkSlateGray * _alpha * _alpha, 0, Vector2.Zero, _scale, SpriteEffects.None, 0);
batch.DrawString(font, _text, _position - _baseOrigin * _scale, color, 0, Vector2.Zero, _scale,
SpriteEffects.None, 0);
}
/// <summary>
/// Queries how much space this menu entry requires.
/// </summary>
public int GetHeight()
{
return (int)_height;
}
/// <summary>
/// Queries how wide the entry is, used for centering on the screen.
/// </summary>
public int GetWidth()
{
return (int)_width;
}
}
}