(93746b96f) Workshop menu layout improvements

This commit is contained in:
Joonas Rikkonen
2019-04-05 16:16:09 +03:00
parent 2b1458a89f
commit 2fbd1a1d92
3 changed files with 118 additions and 40 deletions
@@ -25,6 +25,8 @@ namespace Barotrauma
//listbox that shows the files included in the item being created
private GUIListBox createItemFileList;
private List<GUIButton> tabButtons = new List<GUIButton>();
private HashSet<string> pendingPreviewImageDownloads = new HashSet<string>();
private Dictionary<string, Sprite> itemPreviewSprites = new Dictionary<string, Sprite>();
@@ -49,7 +51,7 @@ namespace Barotrauma
menu = new GUIFrame(new RectTransform(new Vector2(0.6f, 0.7f), GUI.Canvas, Anchor.Center) { MinSize = new Point(width, height) });
var container = new GUILayoutGroup(new RectTransform(new Vector2(0.95f, 0.9f), menu.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.05f) }) { Stretch = true };
var container = new GUILayoutGroup(new RectTransform(new Vector2(0.95f, 0.85f), menu.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.05f) }) { Stretch = true };
var tabContainer = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.7f), container.RectTransform), style: "InnerFrame");
@@ -60,10 +62,9 @@ namespace Barotrauma
Stretch = true
};
int i = 0;
foreach (Tab tab in Enum.GetValues(typeof(Tab)))
{
GUIButton tabButton = new GUIButton(new RectTransform(new Vector2(0.05f, 1.0f), tabButtonHolder.RectTransform) { RelativeOffset = new Vector2(0.4f + 0.15f * i, 0.0f) },
GUIButton tabButton = new GUIButton(new RectTransform(new Vector2(0.05f, 1.0f), tabButtonHolder.RectTransform),
TextManager.Get(tab.ToString() + "Tab"), style: "GUITabButton")
{
UserData = tab,
@@ -72,7 +73,7 @@ namespace Barotrauma
SelectTab((Tab)userData); return true;
}
};
i++;
tabButtons.Add(tabButton);
}
//-------------------------------------------------------------------------------
@@ -193,10 +194,10 @@ namespace Barotrauma
createItemFrame = new GUIFrame(new RectTransform(new Vector2(0.58f, 1.0f), tabs[(int)Tab.Publish].RectTransform, Anchor.TopRight), style: "InnerFrame");
var buttonContainer = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.15f), container.RectTransform));
var buttonContainer = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), container.RectTransform), childAnchor: Anchor.CenterLeft);
GUIButton backButton = new GUIButton(new RectTransform(new Vector2(0.15f, 0.5f), buttonContainer.RectTransform) { RelativeOffset = new Vector2(0.0f, 0.2f) },
TextManager.Get("Back"))
GUIButton backButton = new GUIButton(new RectTransform(new Vector2(0.15f, 0.8f), buttonContainer.RectTransform) { MinSize = new Point(150, 0) },
TextManager.Get("Back"), style: "GUIButtonLarge")
{
OnClicked = GameMain.MainMenuScreen.ReturnToMainMenu
};
@@ -223,7 +224,7 @@ namespace Barotrauma
{
for (int i = 0; i < tabs.Length; i++)
{
tabs[i].Visible = i == (int)tab;
tabButtons[i].Selected = tabs[i].Visible = i == (int)tab;
}
if (createItemFrame.CountChildren == 0)
@@ -624,10 +625,16 @@ namespace Barotrauma
}
var descriptionContainer = new GUIListBox(new RectTransform(new Vector2(1.0f, 0.2f), content.RectTransform)) { ScrollBarVisible = true };
//spacing
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.0f), descriptionContainer.Content.RectTransform) { MinSize = new Point(0, 5) }, style: null);
new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), descriptionContainer.Content.RectTransform), item.Description, wrap: true)
{
CanBeFocused = false,
CanBeFocused = false
};
//spacing
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.0f), descriptionContainer.Content.RectTransform) { MinSize = new Point(0, 5) }, style: null);
//score -------------------------------------
@@ -1233,13 +1240,10 @@ namespace Barotrauma
{
graphics.Clear(Color.CornflowerBlue);
GameMain.TitleScreen.DrawLoadingText = false;
GameMain.TitleScreen.Draw(spriteBatch, graphics, (float)deltaTime);
GameMain.MainMenuScreen.DrawBackground(graphics, spriteBatch);
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, GameMain.ScissorTestEnable);
GUI.Draw(Cam, spriteBatch);
spriteBatch.End();
}