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.

This commit is contained in:
Regalis
2017-04-07 22:29:07 +03:00
parent 1fe6427c05
commit 3844dd9dac
54 changed files with 484 additions and 475 deletions

View File

@@ -152,19 +152,19 @@ namespace Barotrauma
}
}
public GUITextBox(Rectangle rect, GUIStyle style = null, GUIComponent parent = null)
public GUITextBox(Rectangle rect, string style = null, GUIComponent parent = null)
: this(rect, null, null, Alignment.Left, Alignment.Left, style, parent)
{
}
public GUITextBox(Rectangle rect, Alignment alignment = Alignment.Left, GUIStyle style = null, GUIComponent parent = null)
public GUITextBox(Rectangle rect, Alignment alignment = Alignment.Left, string style = null, GUIComponent parent = null)
: this(rect, null, null, alignment, Alignment.Left, style, parent)
{
}
public GUITextBox(Rectangle rect, Color? color, Color? textColor, Alignment alignment, Alignment textAlignment = Alignment.Left, GUIStyle style = null, GUIComponent parent = null)
public GUITextBox(Rectangle rect, Color? color, Color? textColor, Alignment alignment, Alignment textAlignment = Alignment.Left, string style = null, GUIComponent parent = null)
: base(style)
{
Enabled = true;
@@ -184,7 +184,7 @@ namespace Barotrauma
Font = GUI.Font;
if (style != null) style.Apply(textBlock, this);
GUI.Style.Apply(textBlock, "", this);
textBlock.Padding = new Vector4(3.0f, 0.0f, 3.0f, 0.0f);
//previousMouse = PlayerInput.GetMouseState;