/*
* StartMenu.cs
* Authors: Mike DeMauro
* Copyright (c) 2007-2008 Cornell University
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Util;
namespace StellarProspector
{
///
/// Start menu screen for stellar prospector
///
public class StartMenu : GameScreen
{
#region Fields
// The list of strings representing all the menu items in the start menu
private List m_MenuItems = new List();
// The index of the currently selected item
private int m_ItemSelected;
// The sprite batch to render textures
private SpriteBatch m_SpriteBatch;
// The sprite font to render text
private SpriteFont m_SpriteFont;
// The input handler to handle any input for the start menu
private InputHandler inputHandler;
// The texture for the background
private Texture2D m_Background;
// The texture for the start button
private Texture2D m_StartButton;
// The texture for the tutorial button
private Texture2D m_TutorialButton;
// The texture for the quit button
private Texture2D m_QuitButton;
// The texture for giving a highlight effect over the selected button
private Texture2D m_ButtonOverlay;
// The color to apply to the Button highlight for transparency
private Color m_Transparent;
// Whether to increase or decrease the current value of the highlight transparency
private bool m_TransModPos;
#endregion
#region Initialization
///
/// Basic initialization
///
public override void Initialize()
{
Util.Settings.LoadFrom(RootDirectory);
// Logger setup
GetLogger().Initialize();
// Menu Screen input is not relevent to the experiment, and should not be written out the parallel port.
inputHandler = GetInputHandler();
m_MenuItems.Add("Play");
m_MenuItems.Add("Tutorial");
m_MenuItems.Add("Main Menu");
inputHandler.Initialize();
inputHandler.BindButton(Keys.Down, Trigger.Activated, (int)EventCodes.Menu_Down);
inputHandler.BindButton(Keys.Up, Trigger.Activated, (int)EventCodes.Menu_Up);
inputHandler.BindButton(Keys.Enter, Trigger.Activated, (int)EventCodes.Menu_Select);
inputHandler.BindButton(Keys.Escape, Trigger.Activated, (int)EventCodes.Menu_Cancel);
m_Transparent = Color.White;
m_Transparent.A = 100;
m_TransModPos = false;
base.Initialize();
}
///
/// Reinitializes all values that need to be reset
///
public override void Reinitialize()
{
inputHandler.Enable();
Enabled = true;
Visible = true;
}
#endregion
#region Management
///
/// Loads all content dependent compontents
///
protected override void LoadContent()
{
Util.Settings.ApplyGraphicsChanges();
inputHandler.ForceUpdateWindow(WindowBounds);
SoundManager.SoundManager.LoadAudioProject(Content.RootDirectory, @"AudioProject.xgs");
m_SpriteBatch = new SpriteBatch(GraphicsDevice);
m_SpriteFont = Content.Load(@"Fonts\menufont");
m_Background = Content.Load(@"TitleScreen\SP_Background");
m_StartButton = Content.Load(@"TitleScreen\SP_Start");
m_TutorialButton = Content.Load(@"TitleScreen\SP_Tutorial");
m_QuitButton = Content.Load(@"TitleScreen\SP_Quit");
m_ButtonOverlay = Content.Load(@"Textures\pixel");
base.LoadContent();
}
///
/// Unloads all content dependent components
///
protected override void UnloadContent()
{
SoundManager.SoundManager.UnloadAudioProject();
}
///
/// Disposes any needed components
///
/// Whether or not currently disposing
protected override void Dispose(bool disposing)
{
if (disposing)
{
m_SpriteBatch.Dispose();
}
base.Dispose(disposing);
}
#endregion
#region Update
///
/// Handles updating input and component updates for start menu of stellar prospector
///
/// Amount of time that has passed in game
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
if (m_TransModPos)
{
m_Transparent.A++;
}
else
{
m_Transparent.A--;
}
if (m_Transparent.A > 100)
{
m_TransModPos = false;
}
else if (m_Transparent.A < 25)
{
m_TransModPos = true;
}
while (inputHandler.HasEvent())
{
InputEvent e = inputHandler.GetNextEvent();
e.WriteToLog(GetLogger(), "IGNORE SP_Start_Menu_Action");
switch ((EventCodes)e.EventCode)
{
case EventCodes.Menu_Down:
m_ItemSelected = (m_ItemSelected + 1) % m_MenuItems.Count;
SoundManager.SoundManager.PlayEffect("Menu_Move");
break;
case EventCodes.Menu_Up:
m_ItemSelected = (m_ItemSelected - 1 + m_MenuItems.Count) % m_MenuItems.Count;
SoundManager.SoundManager.PlayEffect("Menu_Move");
break;
case EventCodes.Menu_Select:
SoundManager.SoundManager.PlayEffect("Menu_Select");
if (m_MenuItems[m_ItemSelected] == "Play")
{
Enabled = false;
Visible = false;
inputHandler.Disable();
Raise(new StellarProspectorGameScreen(Phases.One));
}
else if (m_MenuItems[m_ItemSelected] == "Tutorial")
{
Enabled = false;
Visible = false;
inputHandler.Disable();
Raise(new StellarProspectorGameScreen(Phases.Tutorial));
}
else if (m_MenuItems[m_ItemSelected] == "Main Menu")
{
Done();
}
break;
case EventCodes.Menu_Cancel:
Done();
break;
}
}
}
#endregion
#region Render
///
/// Renders all components associated with the start menu for steallar prospector
///
/// Amount of time that has passed in game
public override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
GraphicsDevice.Clear(Color.Black);
Vector2 location = new Vector2(100, 50);
m_SpriteBatch.Begin();
m_SpriteBatch.Draw(m_Background, new Rectangle(0, 0, GraphicsDevice.Viewport.Width,
GraphicsDevice.Viewport.Height), Color.White);
m_SpriteBatch.Draw(m_StartButton, new Rectangle(45, 196, 238, 98), Color.White);
m_SpriteBatch.Draw(m_TutorialButton, new Rectangle(45, 294, 238, 98), Color.White);
m_SpriteBatch.Draw(m_QuitButton, new Rectangle(45, 392, 238, 98), Color.White);
m_SpriteBatch.Draw(m_ButtonOverlay, new Rectangle(45, 196 + (98 * m_ItemSelected),
238, 98), m_Transparent);
m_SpriteBatch.End();
}
#endregion
}
}