Unstable v0.9.707.0
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@@ -41,7 +41,7 @@ namespace Barotrauma
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/// How much the borders of a sliced sprite are allowed to scale
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/// You may for example want to prevent a 1-pixel border from scaling down (and disappearing) on small resolutions
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/// </summary>
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private float minBorderScale = 0.1f, maxBorderScale = 10.0f;
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private readonly float minBorderScale = 0.1f, maxBorderScale = 10.0f;
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public bool CrossFadeIn { get; private set; } = true;
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public bool CrossFadeOut { get; private set; } = true;
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@@ -95,6 +95,19 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Get the scale of the sliced sprite's borders when it's draw inside an area of a specific size
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/// </summary>
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public float GetSliceBorderScale(Point drawSize)
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{
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if (!Slice) { return 1.0f; }
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Vector2 scale = new Vector2(
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MathHelper.Clamp((float)drawSize.X / (Slices[0].Height + Slices[6].Height), 0, 1),
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MathHelper.Clamp((float)drawSize.Y / (Slices[0].Width + Slices[2].Width), 0, 1));
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return MathHelper.Clamp(Math.Min(Math.Min(scale.X, scale.Y), GUI.SlicedSpriteScale), minBorderScale, maxBorderScale);
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}
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public void Draw(SpriteBatch spriteBatch, Rectangle rect, Color color, SpriteEffects spriteEffects = SpriteEffects.None)
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{
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if (Sprite.Texture == null)
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@@ -107,23 +120,17 @@ namespace Barotrauma
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{
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Vector2 pos = new Vector2(rect.X, rect.Y);
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Vector2 scale = Vector2.One;
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scale.Y = MathHelper.Clamp((float)rect.Height / (Slices[0].Height + Slices[6].Height), 0, 1);
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scale.X = MathHelper.Clamp((float)rect.Width / (Slices[0].Width + Slices[2].Width), 0, 1);
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scale.X = scale.Y =
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MathHelper.Clamp(Math.Min(Math.Min(scale.X, scale.Y), GUI.SlicedSpriteScale), minBorderScale, maxBorderScale);
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int centerHeight = rect.Height - (int)((Slices[0].Height + Slices[6].Height) * scale.Y);
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int centerWidth = rect.Width - (int)((Slices[0].Width + Slices[2].Width) * scale.X);
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float scale = GetSliceBorderScale(rect.Size);
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int centerHeight = rect.Height - (int)((Slices[0].Height + Slices[6].Height) * scale);
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int centerWidth = rect.Width - (int)((Slices[0].Width + Slices[2].Width) * scale);
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for (int x = 0; x < 3; x++)
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{
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int width = (int)(x == 1 ? centerWidth : Slices[x].Width * scale.X);
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int width = (int)(x == 1 ? centerWidth : Slices[x].Width * scale);
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if (width <= 0) { continue; }
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for (int y = 0; y < 3; y++)
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{
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int height = (int)(y == 1 ? centerHeight : Slices[x + y * 3].Height * scale.Y);
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int height = (int)(y == 1 ? centerHeight : Slices[x + y * 3].Height * scale);
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if (height <= 0) { continue; }
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spriteBatch.Draw(Sprite.Texture,
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