GUIStyle logic changes: instead of having a predetermined GUIComponentStyle for each type of GUIComponent, any GUIComponent can use any style. The GUIComponent constructors take the name of the style as a parameter, and if no style is specified, the default style for the GUIComponent in question will be used.
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@@ -213,7 +213,7 @@ namespace Barotrauma
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get { return keyboardDispatcher; }
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}
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protected GUIComponent(GUIStyle style)
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protected GUIComponent(string style)
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{
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Visible = true;
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@@ -228,7 +228,8 @@ namespace Barotrauma
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CanBeFocused = true;
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if (style!=null) style.Apply(this);
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if (style != null)
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GUI.Style.Apply(this, style);
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}
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public static void Init(GameWindow window)
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@@ -294,7 +295,7 @@ namespace Barotrauma
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if (currColor.A>0.0f && !sprites.Any()) GUI.DrawRectangle(spriteBatch, rect, currColor * (currColor.A / 255.0f), true);
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if (sprites != null)
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if (sprites != null && currColor.A > 0.0f)
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{
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foreach (UISprite uiSprite in sprites)
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{
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@@ -372,7 +373,7 @@ namespace Barotrauma
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int width = 400;
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if (toolTipBlock==null || (string)toolTipBlock.userData != ToolTip)
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{
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toolTipBlock = new GUITextBlock(new Rectangle(0,0,width, 18), ToolTip, GUI.Style, Alignment.TopLeft, Alignment.TopLeft, null, true, GUI.SmallFont);
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toolTipBlock = new GUITextBlock(new Rectangle(0,0,width, 18), ToolTip, "", Alignment.TopLeft, Alignment.TopLeft, null, true, GUI.SmallFont);
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toolTipBlock.padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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toolTipBlock.rect.Width = (int)(GUI.SmallFont.MeasureString(toolTipBlock.WrappedText).X + 20);
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toolTipBlock.rect.Height = toolTipBlock.WrappedText.Split('\n').Length * 18;
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