de79e014ad
--HG-- branch : axios-newgsm extra : close : 1
330 lines
11 KiB
C#
330 lines
11 KiB
C#
#region File Description
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//-----------------------------------------------------------------------------
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// MenuScreen.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 System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input.Touch;
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using Microsoft.Xna.Framework.Input;
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using FarseerPhysics.SamplesFramework;
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#endregion
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namespace GameStateManagement
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{
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/// <summary>
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/// Base class for screens that contain a menu of options. The user can
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/// move up and down to select an entry, or cancel to back out of the screen.
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/// </summary>
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public class MenuScreen : GameScreen
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{
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#region Fields
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// the number of pixels to pad above and below menu entries for touch input
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const int menuEntryPadding = 10;
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private List<MenuEntry> menuEntries = new List<MenuEntry>();
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int selectedEntry = 0;
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string menuTitle;
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InputAction menuUp;
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InputAction menuDown;
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InputAction menuSelect;
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InputAction menuCancel;
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#endregion
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#region Properties
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/// <summary>
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/// Gets the list of menu entries, so derived classes can add
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/// or change the menu contents.
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/// </summary>
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protected IList<MenuEntry> MenuEntries
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{
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get { return menuEntries; }
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}
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#endregion
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#region Initialization
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/// <summary>
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/// Constructor.
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/// </summary>
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public MenuScreen(string menuTitle)
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{
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this.menuTitle = menuTitle;
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// menus generally only need Tap for menu selection
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EnabledGestures = GestureType.Tap;
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TransitionOnTime = TimeSpan.FromSeconds(0.5);
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TransitionOffTime = TimeSpan.FromSeconds(0.5);
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menuUp = new InputAction(
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new Buttons[] { Buttons.DPadUp, Buttons.LeftThumbstickUp },
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new Keys[] { Keys.Up },
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true);
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menuDown = new InputAction(
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new Buttons[] { Buttons.DPadDown, Buttons.LeftThumbstickDown },
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new Keys[] { Keys.Down },
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true);
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menuSelect = new InputAction(
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new Buttons[] { Buttons.A, Buttons.Start },
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new Keys[] { Keys.Enter, Keys.Space },
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true);
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menuCancel = new InputAction(
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new Buttons[] { Buttons.B, Buttons.Back },
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new Keys[] { Keys.Escape },
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true);
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}
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#endregion
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public void AddMenuItem(string name)
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{
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menuEntries.Add(new MenuEntry(name));
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}
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#region Handle Input
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/// <summary>
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/// Allows the screen to create the hit bounds for a particular menu entry.
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/// </summary>
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protected virtual Rectangle GetMenuEntryHitBounds(MenuEntry entry)
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{
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// the hit bounds are the entire width of the screen, and the height of the entry
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// with some additional padding above and below.
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return new Rectangle(
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0,
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(int)entry.Position.Y - menuEntryPadding,
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ScreenManager.GraphicsDevice.Viewport.Width,
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entry.GetHeight(this) + (menuEntryPadding * 2));
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}
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/// <summary>
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/// Responds to user input, changing the selected entry and accepting
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/// or cancelling the menu.
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/// </summary>
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public override void HandleInput(GameTime gameTime, InputState input)
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{
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// For input tests we pass in our ControllingPlayer, which may
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// either be null (to accept input from any player) or a specific index.
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// If we pass a null controlling player, the InputState helper returns to
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// us which player actually provided the input. We pass that through to
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// OnSelectEntry and OnCancel, so they can tell which player triggered them.
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#if WINDOWS || XBOX360
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PlayerIndex playerIndex;
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// Move to the previous menu entry?
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if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
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{
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selectedEntry--;
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if (selectedEntry < 0)
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selectedEntry = menuEntries.Count - 1;
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}
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// Move to the next menu entry?
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if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
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{
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selectedEntry++;
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if (selectedEntry >= menuEntries.Count)
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selectedEntry = 0;
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}
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if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
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{
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OnSelectEntry(selectedEntry, playerIndex);
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}
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else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
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{
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OnCancel(playerIndex);
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}
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#endif
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#if WINDOWS_PHONE
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//selectedEntry = 1;
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PlayerIndex player;
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if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
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{
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OnCancel(player);
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}
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// look for any taps that occurred and select any entries that were tapped
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foreach (GestureSample gesture in input.Gestures)
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{
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//System.Diagnostics.Debugger.Break();
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if (gesture.GestureType == GestureType.Tap)
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{
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// convert the position to a Point that we can test against a Rectangle
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Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);
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// iterate the entries to see if any were tapped
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for (int i = 0; i < menuEntries.Count; i++)
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{
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MenuEntry menuEntry = menuEntries[i];
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if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation))
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{
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// select the entry. since gestures are only available on Windows Phone,
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// we can safely pass PlayerIndex.One to all entries since there is only
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// one player on Windows Phone.
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OnSelectEntry(i, PlayerIndex.One);
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}
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}
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}
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}
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#endif
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}
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/// <summary>
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/// Handler for when the user has chosen a menu entry.
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/// </summary>
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protected virtual void OnSelectEntry(int entryIndex, PlayerIndex playerIndex)
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{
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menuEntries[entryIndex].OnSelectEntry(playerIndex);
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}
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/// <summary>
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/// Handler for when the user has cancelled the menu.
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/// </summary>
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protected virtual void OnCancel(PlayerIndex playerIndex)
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{
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ExitScreen();
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}
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/// <summary>
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/// Helper overload makes it easy to use OnCancel as a MenuEntry event handler.
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/// </summary>
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protected void OnCancel(object sender, PlayerIndexEventArgs e)
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{
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OnCancel(e.PlayerIndex);
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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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/// Allows the screen the chance to position the menu entries. By default
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/// all menu entries are lined up in a vertical list, centered on the screen.
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/// </summary>
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protected virtual void UpdateMenuEntryLocations()
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{
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// Make the menu slide into place during transitions, using a
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// power curve to make things look more interesting (this makes
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// the movement slow down as it nears the end).
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float transitionOffset = (float)Math.Pow(TransitionPosition, 2);
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// start at Y = 175; each X value is generated per entry
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Vector2 position = new Vector2(0f, 175f);
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// update each menu entry's location in turn
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for (int i = 0; i < menuEntries.Count; i++)
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{
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MenuEntry menuEntry = menuEntries[i];
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// each entry is to be centered horizontally
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position.X = ScreenManager.GraphicsDevice.Viewport.Width / 2 - menuEntry.GetWidth(this) / 2;
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if (ScreenState == ScreenState.TransitionOn)
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position.X -= transitionOffset * 256;
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else
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position.X += transitionOffset * 512;
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// set the entry's position
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menuEntry.Position = position;
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// move down for the next entry the size of this entry
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position.Y += menuEntry.GetHeight(this);
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}
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}
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/// <summary>
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/// Updates the menu.
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/// </summary>
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public override void Update(GameTime gameTime, bool otherScreenHasFocus,
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bool coveredByOtherScreen)
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{
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base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
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// Update each nested MenuEntry object.
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for (int i = 0; i < menuEntries.Count; i++)
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{
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bool isSelected = IsActive && (i == selectedEntry);
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menuEntries[i].Update(this, isSelected, gameTime);
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}
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}
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/// <summary>
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/// Draws the menu.
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/// </summary>
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public override void Draw(GameTime gameTime)
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{
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// make sure our entries are in the right place before we draw them
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UpdateMenuEntryLocations();
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GraphicsDevice graphics = ScreenManager.GraphicsDevice;
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SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
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SpriteFont font = ScreenManager.Font;
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spriteBatch.Begin();
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// Draw each menu entry in turn.
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for (int i = 0; i < menuEntries.Count; i++)
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{
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MenuEntry menuEntry = menuEntries[i];
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bool isSelected = IsActive && (i == selectedEntry);
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menuEntry.Draw(this, isSelected, gameTime);
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}
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// Make the menu slide into place during transitions, using a
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// power curve to make things look more interesting (this makes
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// the movement slow down as it nears the end).
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float transitionOffset = (float)Math.Pow(TransitionPosition, 2);
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// Draw the menu title centered on the screen
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Vector2 titlePosition = new Vector2(graphics.Viewport.Width / 2, 80);
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Vector2 titleOrigin = font.MeasureString(menuTitle) / 2;
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Color titleColor = new Color(192, 192, 192) * TransitionAlpha;
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float titleScale = 1.25f;
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titlePosition.Y -= transitionOffset * 100;
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spriteBatch.DrawString(font, menuTitle, titlePosition, titleColor, 0,
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titleOrigin, titleScale, SpriteEffects.None, 0);
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spriteBatch.End();
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}
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#endregion
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}
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}
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