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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@@ -37,7 +37,7 @@ namespace Barotrauma
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GUIFrame frame = new GUIFrame(new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * 0.8f);
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int width = 760, height = 400;
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GUIFrame innerFrame = new GUIFrame(new Rectangle(0, 0, width, height), null, Alignment.Center, GUI.Style, frame);
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GUIFrame innerFrame = new GUIFrame(new Rectangle(0, 0, width, height), null, Alignment.Center, "", frame);
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int y = 0;
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@@ -46,22 +46,22 @@ namespace Barotrauma
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string summaryText = InfoTextManager.GetInfoText(gameOver ? "gameover" :
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(progress ? "progress" : "return"));
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var infoText = new GUITextBlock(new Rectangle(0, y, 0, 50), summaryText, GUI.Style, innerFrame, true);
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var infoText = new GUITextBlock(new Rectangle(0, y, 0, 50), summaryText, "", innerFrame, true);
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y += infoText.Rect.Height;
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}
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if (!string.IsNullOrWhiteSpace(endMessage))
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{
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var endText = new GUITextBlock(new Rectangle(0, y, 0, 30), endMessage, GUI.Style, innerFrame, true);
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var endText = new GUITextBlock(new Rectangle(0, y, 0, 30), endMessage, "", innerFrame, true);
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y += 30 + endText.Text.Split('\n').Length * 20;
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}
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new GUITextBlock(new Rectangle(0, y, 0, 20), "Crew status:", GUI.Style, innerFrame, GUI.LargeFont);
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new GUITextBlock(new Rectangle(0, y, 0, 20), "Crew status:", "", innerFrame, GUI.LargeFont);
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y += 30;
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GUIListBox listBox = new GUIListBox(new Rectangle(0,y,0,90), null, Alignment.TopLeft, GUI.Style, innerFrame, true);
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GUIListBox listBox = new GUIListBox(new Rectangle(0,y,0,90), null, Alignment.TopLeft, "", innerFrame, true);
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int x = 0;
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foreach (Character character in gameSession.CrewManager.characters)
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@@ -72,7 +72,7 @@ namespace Barotrauma
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continue;
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}
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var characterFrame = new GUIFrame(new Rectangle(x, y, 170, 70), Color.Transparent, GUI.Style, listBox);
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var characterFrame = new GUIFrame(new Rectangle(x, y, 170, 70), Color.Transparent, "", listBox);
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characterFrame.OutlineColor = Color.Transparent;
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characterFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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characterFrame.CanBeFocused = false;
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@@ -105,7 +105,7 @@ namespace Barotrauma
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}
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new GUITextBlock(new Rectangle(0, 0, 0, 20), statusText,
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GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, characterFrame, true, GUI.SmallFont).Color = statusColor * 0.7f;
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"", Alignment.BottomLeft, Alignment.TopCenter, characterFrame, true, GUI.SmallFont).Color = statusColor * 0.7f;
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x += characterFrame.Rect.Width + 10;
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}
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@@ -114,17 +114,17 @@ namespace Barotrauma
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if (GameMain.GameSession.Mission != null)
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{
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new GUITextBlock(new Rectangle(0, y, 0, 20), "Mission: " + GameMain.GameSession.Mission.Name, GUI.Style, innerFrame, GUI.LargeFont);
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new GUITextBlock(new Rectangle(0, y, 0, 20), "Mission: " + GameMain.GameSession.Mission.Name, "", innerFrame, GUI.LargeFont);
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y += 30;
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new GUITextBlock(new Rectangle(0, y, innerFrame.Rect.Width - 170, 0),
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(GameMain.GameSession.Mission.Completed) ? GameMain.GameSession.Mission.SuccessMessage : GameMain.GameSession.Mission.FailureMessage,
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GUI.Style, innerFrame, true);
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"", innerFrame, true);
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//y += 50;
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if (GameMain.GameSession.Mission.Completed && singleplayer)
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{
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new GUITextBlock(new Rectangle(0, 0, 0, 30), "Reward: " + GameMain.GameSession.Mission.Reward, GUI.Style, Alignment.BottomLeft, Alignment.BottomLeft, innerFrame);
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new GUITextBlock(new Rectangle(0, 0, 0, 30), "Reward: " + GameMain.GameSession.Mission.Reward, "", Alignment.BottomLeft, Alignment.BottomLeft, innerFrame);
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//y += 30;
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}
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}
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