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#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;
#endregion
namespace AIDemos
{
/// <summary>
/// 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.
/// </summary>
public abstract class MenuScreen : GameScreen
{
#region Fields
List<MenuEntry> menuEntries = new List<MenuEntry>();
int selectedEntry = 0;
string menuTitle;
#endregion
#region Properties
/// <summary>
/// Gets the list of menu entries, so derived classes can add
/// or change the menu contents.
/// </summary>
protected IList<MenuEntry> MenuEntries
{
get { return menuEntries; }
}
#endregion
#region Initialization
/// <summary>
/// Constructor.
/// </summary>
public MenuScreen(string menuTitle)
{
this.menuTitle = menuTitle;
TransitionOnTime = TimeSpan.FromSeconds(0.5);
TransitionOffTime = TimeSpan.FromSeconds(0.5);
}
#endregion
#region Handle Input
/// <summary>
/// Responds to user input, changing the selected entry and accepting
/// or cancelling the menu.
/// </summary>
public override void HandleInput(InputState input)
{
// Move to the previous menu entry?
if (input.IsMenuUp(ControllingPlayer))
{
selectedEntry--;
if (selectedEntry < 0)
selectedEntry = menuEntries.Count - 1;
}
// Move to the next menu entry?
if (input.IsMenuDown(ControllingPlayer))
{
selectedEntry++;
if (selectedEntry >= menuEntries.Count)
selectedEntry = 0;
}
// Accept or cancel the menu? 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.
PlayerIndex playerIndex;
if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
{
OnSelectEntry(selectedEntry, playerIndex);
}
else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
{
OnCancel(playerIndex);
}
}
/// <summary>
/// Handler for when the user has chosen a menu entry.
/// </summary>
protected virtual void OnSelectEntry(int entryIndex, PlayerIndex playerIndex)
{
menuEntries[selectedEntry].OnSelectEntry(playerIndex);
}
/// <summary>
/// Handler for when the user has cancelled the menu.
/// </summary>
protected virtual void OnCancel(PlayerIndex playerIndex)
{
ExitScreen();
}
/// <summary>
/// Helper overload makes it easy to use OnCancel as a MenuEntry event handler.
/// </summary>
protected void OnCancel(object sender, PlayerIndexEventArgs e)
{
OnCancel(e.PlayerIndex);
}
#endregion
#region Update and Draw
/// <summary>
/// Updates the menu.
/// </summary>
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);
}
}
/// <summary>
/// Draws the menu.
/// </summary>
public override void Draw(GameTime gameTime)
{
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
SpriteFont font = ScreenManager.Font;
Vector2 position = new Vector2(100, 150);
// 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);
if (ScreenState == ScreenState.TransitionOn)
position.X -= transitionOffset * 256;
else
position.X += transitionOffset * 512;
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, position, isSelected, gameTime);
position.Y += menuEntry.GetHeight(this);
}
// Draw the menu title.
Vector2 titlePosition = new Vector2(426, 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
}
} |