1. Create a Button class
How about you add something simple like this:
public delegate void ButtonEvent(Button sender);
public class Button
{
public Vector2 Position { get; set; }
public int Width
{
get
{
return _texture.Width;
}
}
public int Height
{
get
{
return _texture.Height;
}
}
public bool IsMouseOver { get; private set; }
public event ButtonEvent OnClick;
public event ButtonEvent OnMouseEnter;
public event ButtonEvent OnMouseLeave;
Texture2D _texture;
MouseState _previousState;
public Button(Texture2D texture, Vector2 position)
{
_texture = texture;
this.Position = position;
_previousState = Mouse.GetState();
}
public Button(Texture2D texture) : this(texture, Vector2.Zero) { }
public void Update(MouseState mouseState)
{
Rectangle buttonRect = new Rectangle((int)this.Position.X, (int)this.Position.Y, this.Width, this.Height);
Point mousePoint = new Point(mouseState.X, mouseState.Y);
Point previousPoint = new Point(_previousState.X, _previousState.Y);
this.IsMouseOver = false;
if (buttonRect.Contains(mousePoint))
{
this.IsMouseOver = true;
if (!buttonRect.Contains(previousPoint))
if (OnMouseEnter != null)
OnMouseEnter(this);
if (_previousState.LeftButton == ButtonState.Released && mouseState.LeftButton == ButtonState.Pressed)
if (OnClick != null)
OnClick(this);
}
else if (buttonRect.Contains(previousPoint))
{
if (OnMouseLeave != null)
OnMouseLeave(this);
}
_previousState = mouseState;
}
public void Draw(SpriteBatch spriteBatch)
{
//spritebatch has to be started! (.Begin() already called)
spriteBatch.Draw(_texture, Position, Color.White);
}
}
2. Set it up
To use it, you need a reference somewhere
Button _button;
In your LoadContent, you might do something like
button = new Button(Content.Load<Texture2D>("Textures\\Button"), new Vector2(100, 100));
button.OnClick += new ButtonEvent(button_OnClick);
button.OnMouseEnter += new ButtonEvent(button_OnMouseEnter);
button.OnMouseLeave += new ButtonEvent(button_OnMouseLeave);
In your Update you call
button.Update(Mouse.GetState());
In your Draw you call
spriteBatch.Begin();
button.Draw(spriteBatch);
spriteBatch.End();
3. Use it
Instead of one button, use an array of buttons (or, if I may recommend, a List<Button>), and then just loop through to update and draw them all in a similar fashion.
Then it is easy to call custom code on event handlers:
void button_OnClick(Button sender)
{
_gameState = GameStates.MainScreen; //or whatever else you might need
}
You might even consider changing the texture if the mouse hovers, or use a stylish fade - the possibilities are endless, if you can code them!