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#region File Description
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//-----------------------------------------------------------------------------
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// MenuEntry.cs
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//
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// XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#endregion
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#region Using Statements
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using GameStateManagement;
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#endregion
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namespace GameStateManagement
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{
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/// <summary>
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/// Helper class represents a single entry in a MenuScreen. By default this
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/// just draws the entry text string, but it can be customized to display menu
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/// entries in different ways. This also provides an event that will be raised
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/// when the menu entry is selected.
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/// </summary>
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public class MenuEntry
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{
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#region Fields
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/// <summary>
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/// The text rendered for this entry.
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/// </summary>
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string text;
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/// <summary>
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/// Tracks a fading selection effect on the entry.
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/// </summary>
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/// <remarks>
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/// The entries transition out of the selection effect when they are deselected.
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/// </remarks>
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float selectionFade;
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/// <summary>
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/// The position at which the entry is drawn. This is set by the MenuScreen
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/// each frame in Update.
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/// </summary>
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Vector2 position;
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#endregion
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#region Properties
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/// <summary>
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/// Gets or sets the text of this menu entry.
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/// </summary>
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public string Text
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{
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get { return text; }
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set { text = value; }
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}
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/// <summary>
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/// Gets or sets the position at which to draw this menu entry.
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/// </summary>
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public Vector2 Position
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{
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get { return position; }
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set { position = value; }
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}
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#endregion
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#region Events
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/// <summary>
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/// Event raised when the menu entry is selected.
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/// </summary>
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public event EventHandler<PlayerIndexEventArgs> Selected;
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/// <summary>
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/// Method for raising the Selected event.
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/// </summary>
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protected internal virtual void OnSelectEntry(PlayerIndex playerIndex)
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{
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if (Selected != null)
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Selected(this, new PlayerIndexEventArgs(playerIndex));
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}
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#endregion
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#region Initialization
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/// <summary>
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/// Constructs a new menu entry with the specified text.
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/// </summary>
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public MenuEntry(string text)
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{
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this.text = text;
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}
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#endregion
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#region Update and Draw
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/// <summary>
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/// Updates the menu entry.
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/// </summary>
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public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime)
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{
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// there is no such thing as a selected item on Windows Phone, so we always
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// force isSelected to be false
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#if WINDOWS_PHONE
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isSelected = false;
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#endif
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// When the menu selection changes, entries gradually fade between
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// their selected and deselected appearance, rather than instantly
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// popping to the new state.
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float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;
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if (isSelected)
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selectionFade = Math.Min(selectionFade + fadeSpeed, 1);
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else
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selectionFade = Math.Max(selectionFade - fadeSpeed, 0);
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}
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/// <summary>
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/// Draws the menu entry. This can be overridden to customize the appearance.
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/// </summary>
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public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime)
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{
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// there is no such thing as a selected item on Windows Phone, so we always
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// force isSelected to be false
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#if WINDOWS_PHONE
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isSelected = false;
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#endif
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// Draw the selected entry in yellow, otherwise white.
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Color color = isSelected ? Color.Yellow : Color.White;
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// Pulsate the size of the selected menu entry.
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double time = gameTime.TotalGameTime.TotalSeconds;
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float pulsate = (float)Math.Sin(time * 6) + 1;
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float scale = 1 + pulsate * 0.05f * selectionFade;
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// Modify the alpha to fade text out during transitions.
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color *= screen.TransitionAlpha;
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// Draw text, centered on the middle of each line.
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ScreenManager screenManager = screen.ScreenManager;
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SpriteBatch spriteBatch = screenManager.SpriteBatch;
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SpriteFont font = screenManager.Font;
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Vector2 origin = new Vector2(0, font.LineSpacing / 2);
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spriteBatch.DrawString(font, text, position, color, 0,
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origin, scale, SpriteEffects.None, 0);
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}
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/// <summary>
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/// Queries how much space this menu entry requires.
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/// </summary>
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public virtual int GetHeight(MenuScreen screen)
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{
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return screen.ScreenManager.Font.LineSpacing;
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}
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/// <summary>
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/// Queries how wide the entry is, used for centering on the screen.
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/// </summary>
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public virtual int GetWidth(MenuScreen screen)
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{
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return (int)screen.ScreenManager.Font.MeasureString(Text).X;
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}
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#endregion
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}
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}
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