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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@@ -112,7 +112,7 @@ namespace Barotrauma
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this.saveFile = saveFile;
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infoButton = new GUIButton(new Rectangle(10, 10, 100, 20), "Info", GUI.Style, null);
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infoButton = new GUIButton(new Rectangle(10, 10, 100, 20), "Info", "", null);
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infoButton.OnClicked = ToggleInfoFrame;
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if (gameModePreset != null) gameMode = gameModePreset.Instantiate(missionType);
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@@ -245,7 +245,7 @@ namespace Barotrauma
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{
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GUIFrame summaryFrame = shiftSummary.CreateSummaryFrame(endMessage);
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GUIMessageBox.MessageBoxes.Enqueue(summaryFrame);
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var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, GUI.Style, summaryFrame.children[0]);
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var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, "", summaryFrame.children[0]);
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okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
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}
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@@ -298,26 +298,26 @@ namespace Barotrauma
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int width = 600, height = 400;
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infoFrame = new GUIFrame(
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new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), GUI.Style);
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new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), "");
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infoFrame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
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var crewButton = new GUIButton(new Rectangle(0, -30, 100, 20), "Crew", GUI.Style, infoFrame);
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var crewButton = new GUIButton(new Rectangle(0, -30, 100, 20), "Crew", "", infoFrame);
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crewButton.UserData = InfoFrameTab.Crew;
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crewButton.OnClicked = SelectInfoFrameTab;
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var missionButton = new GUIButton(new Rectangle(100, -30, 100, 20), "Mission", GUI.Style, infoFrame);
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var missionButton = new GUIButton(new Rectangle(100, -30, 100, 20), "Mission", "", infoFrame);
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missionButton.UserData = InfoFrameTab.Mission;
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missionButton.OnClicked = SelectInfoFrameTab;
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if (GameMain.Server != null)
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{
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var manageButton = new GUIButton(new Rectangle(200, -30, 130, 20), "Manage players", GUI.Style, infoFrame);
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var manageButton = new GUIButton(new Rectangle(200, -30, 130, 20), "Manage players", "", infoFrame);
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manageButton.UserData = InfoFrameTab.ManagePlayers;
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manageButton.OnClicked = SelectInfoFrameTab;
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}
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var closeButton = new GUIButton(new Rectangle(0, 0, 80, 20), "Close", Alignment.BottomCenter, GUI.Style, infoFrame);
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var closeButton = new GUIButton(new Rectangle(0, 0, 80, 20), "Close", Alignment.BottomCenter, "", infoFrame);
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closeButton.OnClicked = ToggleInfoFrame;
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}
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@@ -348,14 +348,14 @@ namespace Barotrauma
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{
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if (Mission == null)
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{
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new GUITextBlock(new Rectangle(0,0,0,50), "No mission", GUI.Style, infoFrame, true);
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new GUITextBlock(new Rectangle(0,0,0,50), "No mission", "", infoFrame, true);
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return;
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}
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new GUITextBlock(new Rectangle(0, 0, 0, 40), Mission.Name, GUI.Style, infoFrame, GUI.LargeFont);
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new GUITextBlock(new Rectangle(0, 0, 0, 40), Mission.Name, "", infoFrame, GUI.LargeFont);
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new GUITextBlock(new Rectangle(0, 50, 0, 20), "Reward: "+Mission.Reward, GUI.Style, infoFrame, true);
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new GUITextBlock(new Rectangle(0, 70, 0, 50), Mission.Description, GUI.Style, infoFrame, true);
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new GUITextBlock(new Rectangle(0, 50, 0, 20), "Reward: "+Mission.Reward, "", infoFrame, true);
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new GUITextBlock(new Rectangle(0, 70, 0, 50), Mission.Description, "", infoFrame, true);
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}
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