193 lines
5.8 KiB
C#
193 lines
5.8 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace FarseerPhysics.SamplesFramework
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{
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public enum EntryType
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{
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Screen,
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Separator,
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ExitItem,
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BackItem
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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 sealed class MenuEntry
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{
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private float _alpha;
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private Vector2 _baseOrigin;
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private float _height;
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private MenuScreen _menu;
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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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private Vector2 _position;
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private float _scale;
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private GameScreen _screen;
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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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private float _selectionFade;
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/// <summary>
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/// The text rendered for this entry.
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/// </summary>
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private string _text;
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private EntryType _type;
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private float _width;
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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(MenuScreen menu, string text, EntryType type, GameScreen screen)
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{
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_text = text;
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_screen = screen;
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_type = type;
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_menu = menu;
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_scale = 0.9f;
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_alpha = 1.0f;
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}
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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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public float Alpha
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{
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get { return _alpha; }
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set { _alpha = value; }
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}
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public GameScreen Screen
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{
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get { return _screen; }
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}
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public void Initialize()
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{
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SpriteFont font = _menu.ScreenManager.Fonts.MenuSpriteFont;
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_baseOrigin = new Vector2(font.MeasureString(Text).X, font.MeasureString("M").Y) * 0.5f;
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_width = font.MeasureString(Text).X * 0.8f;
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_height = font.MeasureString("M").Y * 0.8f;
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}
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public bool IsExitItem()
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{
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return _type == EntryType.ExitItem;
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}
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public bool IsSelectable()
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{
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return _type != EntryType.Separator;
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}
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public bool IsBackItem()
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{
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return _type == EntryType.BackItem;
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}
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/// <summary>
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/// Updates the menu entry.
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/// </summary>
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public void Update(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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if (_type != EntryType.Separator)
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{
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float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;
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if (isSelected)
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{
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_selectionFade = Math.Min(_selectionFade + fadeSpeed, 1f);
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}
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else
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{
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_selectionFade = Math.Max(_selectionFade - fadeSpeed, 0f);
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}
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_scale = 0.7f + 0.1f * _selectionFade;
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}
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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 void Draw()
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{
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SpriteFont font = _menu.ScreenManager.Fonts.MenuSpriteFont;
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SpriteBatch batch = _menu.ScreenManager.SpriteBatch;
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Color color;
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if (_type == EntryType.Separator)
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{
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color = Color.DarkOrange;
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}
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else
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{
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// Draw the selected entry in yellow, otherwise white
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color = Color.Lerp(Color.White, new Color(255, 210, 0), _selectionFade);
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}
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color *= _alpha;
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// Draw text, centered on the middle of each line.
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batch.DrawString(font, _text, _position - _baseOrigin * _scale + Vector2.One,
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Color.DarkSlateGray * _alpha * _alpha, 0, Vector2.Zero, _scale, SpriteEffects.None, 0);
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batch.DrawString(font, _text, _position - _baseOrigin * _scale, color, 0, Vector2.Zero, _scale,
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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 int GetHeight()
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{
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return (int)_height;
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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 int GetWidth()
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{
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return (int)_width;
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}
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}
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} |