#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; using FarseerPhysics.SamplesFramework; #endregion namespace GameStateManagement { /// /// 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. /// public class MenuScreen : GameScreen { #region Fields // the number of pixels to pad above and below menu entries for touch input const int menuEntryPadding = 10; private List menuEntries = new List(); int selectedEntry = 0; string menuTitle; InputAction menuUp; InputAction menuDown; InputAction menuSelect; InputAction menuCancel; #endregion #region Properties /// /// Gets the list of menu entries, so derived classes can add /// or change the menu contents. /// protected IList MenuEntries { get { return menuEntries; } } #endregion #region Initialization /// /// Constructor. /// public MenuScreen(string menuTitle) { this.menuTitle = menuTitle; // menus generally only need Tap for menu selection EnabledGestures = GestureType.Tap; TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); menuUp = new InputAction( new Buttons[] { Buttons.DPadUp, Buttons.LeftThumbstickUp }, new Keys[] { Keys.Up }, true); menuDown = new InputAction( new Buttons[] { Buttons.DPadDown, Buttons.LeftThumbstickDown }, new Keys[] { Keys.Down }, true); menuSelect = new InputAction( new Buttons[] { Buttons.A, Buttons.Start }, new Keys[] { Keys.Enter, Keys.Space }, true); menuCancel = new InputAction( new Buttons[] { Buttons.B, Buttons.Back }, new Keys[] { Keys.Escape }, true); } #endregion public void AddMenuItem(string name) { menuEntries.Add(new MenuEntry(name)); } #region Handle Input /// /// Allows the screen to create the hit bounds for a particular menu entry. /// protected virtual Rectangle GetMenuEntryHitBounds(MenuEntry entry) { // the hit bounds are the entire width of the screen, and the height of the entry // with some additional padding above and below. return new Rectangle( 0, (int)entry.Position.Y - menuEntryPadding, ScreenManager.GraphicsDevice.Viewport.Width, entry.GetHeight(this) + (menuEntryPadding * 2)); } /// /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// public override void HandleInput(GameTime gameTime, InputState input) { // For input tests 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. #if WINDOWS || XBOX360 PlayerIndex playerIndex; // Move to the previous menu entry? if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } #endif #if WINDOWS_PHONE //selectedEntry = 1; PlayerIndex player; if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player)) { OnCancel(player); } // look for any taps that occurred and select any entries that were tapped foreach (GestureSample gesture in input.Gestures) { //System.Diagnostics.Debugger.Break(); if (gesture.GestureType == GestureType.Tap) { // convert the position to a Point that we can test against a Rectangle Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y); // iterate the entries to see if any were tapped for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation)) { // select the entry. since gestures are only available on Windows Phone, // we can safely pass PlayerIndex.One to all entries since there is only // one player on Windows Phone. OnSelectEntry(i, PlayerIndex.One); } } } } #endif } /// /// Handler for when the user has chosen a menu entry. /// protected virtual void OnSelectEntry(int entryIndex, PlayerIndex playerIndex) { menuEntries[entryIndex].OnSelectEntry(playerIndex); } /// /// Handler for when the user has cancelled the menu. /// protected virtual void OnCancel(PlayerIndex playerIndex) { ExitScreen(); } /// /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler. /// protected void OnCancel(object sender, PlayerIndexEventArgs e) { OnCancel(e.PlayerIndex); } #endregion #region Update and Draw /// /// 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. /// 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); } } /// /// Updates the menu. /// 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); } } /// /// Draws the menu. /// 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 } }