axiosengine/axios/ScreenSystem/PhoneMenuScreen.cs
nathan@daedalus a93df07c6e Adding supporting files
--HG--
branch : axios-newgsm
2012-04-12 22:20:50 -05:00

150 lines
5.1 KiB
C#

#region File Description
//-----------------------------------------------------------------------------
// PhoneMenuScreen.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
using System;
using System.Collections.Generic;
using GameStateManagement;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
namespace GameStateManagement
{
/// <summary>
/// Provides a basic base screen for menus on Windows Phone leveraging the Button class.
/// </summary>
class PhoneMenuScreen : GameScreen
{
List<Button> menuButtons = new List<Button>();
string menuTitle;
InputAction menuCancel;
/// <summary>
/// Gets the list of buttons, so derived classes can add or change the menu contents.
/// </summary>
protected IList<Button> MenuButtons
{
get { return menuButtons; }
}
/// <summary>
/// Creates the PhoneMenuScreen with a particular title.
/// </summary>
/// <param name="title">The title of the screen</param>
public PhoneMenuScreen(string title)
{
menuTitle = title;
TransitionOnTime = TimeSpan.FromSeconds(0.5);
TransitionOffTime = TimeSpan.FromSeconds(0.5);
// Create the menuCancel action
menuCancel = new InputAction(new Buttons[] { Buttons.Back }, null, true);
// We need tap gestures to hit the buttons
EnabledGestures = GestureType.Tap;
}
public override void Activate(bool instancePreserved)
{
// When the screen is activated, we have a valid ScreenManager so we can arrange
// our buttons on the screen
float y = 140f;
float center = ScreenManager.GraphicsDevice.Viewport.Bounds.Center.X;
for (int i = 0; i < MenuButtons.Count; i++)
{
Button b = MenuButtons[i];
b.Position = new Vector2(center - b.Size.X / 2, y);
y += b.Size.Y * 1.5f;
}
base.Activate(instancePreserved);
}
public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
{
// Update opacity of the buttons
foreach (Button b in menuButtons)
{
b.Alpha = TransitionAlpha;
}
base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
}
/// <summary>
/// An overrideable method called whenever the menuCancel action is triggered
/// </summary>
protected virtual void OnCancel() { }
public override void HandleInput(GameTime gameTime, InputState input)
{
// Test for the menuCancel action
PlayerIndex player;
if (menuCancel.Evaluate(input, ControllingPlayer, out player))
{
OnCancel();
}
// Read in our gestures
foreach (GestureSample gesture in input.Gestures)
{
// If we have a tap
if (gesture.GestureType == GestureType.Tap)
{
// Test the tap against the buttons until one of the buttons handles the tap
foreach (Button b in menuButtons)
{
if (b.HandleTap(gesture.Position))
break;
}
}
}
base.HandleInput(gameTime, input);
}
public override void Draw(GameTime gameTime)
{
GraphicsDevice graphics = ScreenManager.GraphicsDevice;
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
SpriteFont font = ScreenManager.Font;
spriteBatch.Begin();
// Draw all of the buttons
foreach (Button b in menuButtons)
b.Draw(this);
// 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();
base.Draw(gameTime);
}
}
}