(61d00a474) v0.9.7.1
This commit is contained in:
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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public class GUIStyle
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{
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private Dictionary<string, GUIComponentStyle> componentStyles;
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private XElement configElement;
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private GraphicsDevice graphicsDevice;
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private ScalableFont defaultFont;
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public ScalableFont Font { get; private set; }
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public ScalableFont GlobalFont { get; private set; }
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public ScalableFont UnscaledSmallFont { get; private set; }
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public ScalableFont SmallFont { get; private set; }
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public ScalableFont LargeFont { get; private set; }
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public ScalableFont SubHeadingFont { get; private set; }
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public ScalableFont DigitalFont { get; private set; }
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public ScalableFont HotkeyFont { get; private set; }
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public Dictionary<ScalableFont, bool> ForceFontUpperCase
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{
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get;
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private set;
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} = new Dictionary<ScalableFont, bool>();
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public readonly Sprite[] CursorSprite = new Sprite[7];
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public UISprite UIGlow { get; private set; }
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public UISprite UIGlowCircular { get; private set; }
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public SpriteSheet FocusIndicator { get; private set; }
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/// <summary>
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/// General green color used for elements whose colors are set from code
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/// </summary>
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public Color Green { get; private set; } = Color.LightGreen;
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/// <summary>
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/// General red color used for elements whose colors are set from code
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/// </summary>
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public Color Orange { get; private set; } = Color.Orange;
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/// <summary>
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/// General red color used for elements whose colors are set from code
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/// </summary>
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public Color Red { get; private set; } = Color.Red;
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/// <summary>
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/// General blue color used for elements whose colors are set from code
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/// </summary>
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public Color Blue { get; private set; } = Color.Blue;
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public Color ColorInventoryEmpty { get; private set; } = Color.Red;
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public Color ColorInventoryHalf { get; private set; } = Color.Orange;
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public Color ColorInventoryFull { get; private set; } = Color.LightGreen;
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public Color ColorInventoryBackground { get; private set; } = Color.Gray;
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public Color TextColor { get; private set; } = Color.White * 0.8f;
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public Color TextColorBright { get; private set; } = Color.White * 0.9f;
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public Color TextColorDark { get; private set; } = Color.Black * 0.9f;
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public Color TextColorDim { get; private set; } = Color.White * 0.6f;
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// Inventory
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public Color EquipmentSlotIconColor { get; private set; } = new Color(99, 70, 64);
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// Health HUD
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public Color BuffColorLow { get; private set; } = Color.LightGreen;
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public Color BuffColorMedium { get; private set; } = Color.Green;
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public Color BuffColorHigh { get; private set; } = Color.DarkGreen;
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public Color DebuffColorLow { get; private set; } = Color.DarkSalmon;
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public Color DebuffColorMedium { get; private set; } = Color.Red;
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public Color DebuffColorHigh { get; private set; } = Color.DarkRed;
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public Color HealthBarColorLow { get; private set; } = Color.Red;
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public Color HealthBarColorMedium { get; private set; } = Color.Orange;
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public Color HealthBarColorHigh { get; private set; } = new Color(78, 114, 88);
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public Color EquipmentIndicatorNotEquipped { get; private set; } = Color.Gray;
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public Color EquipmentIndicatorEquipped { get; private set; } = new Color(105, 202, 125);
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public Color EquipmentIndicatorRunningOut { get; private set; } = new Color(202, 105, 105);
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public static Point ItemFrameMargin => new Point(50, 56).Multiply(GUI.SlicedSpriteScale);
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public static Point ItemFrameOffset => new Point(0, 3).Multiply(GUI.SlicedSpriteScale);
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public GUIStyle(XElement element, GraphicsDevice graphicsDevice)
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{
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this.graphicsDevice = graphicsDevice;
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componentStyles = new Dictionary<string, GUIComponentStyle>();
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configElement = element;
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foreach (XElement subElement in configElement.Elements())
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{
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var name = subElement.Name.ToString().ToLowerInvariant();
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switch (name)
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{
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case "cursor":
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if (subElement.HasElements)
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{
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foreach (var children in subElement.Descendants())
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{
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var index = children.GetAttributeInt("state", (int)CursorState.Default);
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CursorSprite[index] = new Sprite(children);
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}
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}
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else
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{
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CursorSprite[(int)CursorState.Default] = new Sprite(subElement);
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}
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break;
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case "green":
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Green = subElement.GetAttributeColor("color", Green);
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break;
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case "orange":
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Orange = subElement.GetAttributeColor("color", Orange);
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break;
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case "red":
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Red = subElement.GetAttributeColor("color", Red);
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break;
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case "blue":
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Blue = subElement.GetAttributeColor("color", Blue);
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break;
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case "colorinventoryempty":
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ColorInventoryEmpty = subElement.GetAttributeColor("color", ColorInventoryEmpty);
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break;
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case "colorinventoryhalf":
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ColorInventoryHalf = subElement.GetAttributeColor("color", ColorInventoryHalf);
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break;
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case "colorinventoryfull":
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ColorInventoryFull = subElement.GetAttributeColor("color", ColorInventoryFull);
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break;
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case "colorinventorybackground":
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ColorInventoryBackground = subElement.GetAttributeColor("color", ColorInventoryBackground);
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break;
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case "textcolordark":
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TextColorDark = subElement.GetAttributeColor("color", TextColorDark);
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break;
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case "textcolorbright":
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TextColorBright = subElement.GetAttributeColor("color", TextColorBright);
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break;
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case "textcolordim":
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TextColorDim = subElement.GetAttributeColor("color", TextColorDim);
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break;
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case "textcolornormal":
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case "textcolor":
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TextColor = subElement.GetAttributeColor("color", TextColor);
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break;
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case "equipmentsloticoncolor":
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EquipmentSlotIconColor = subElement.GetAttributeColor("color", EquipmentSlotIconColor);
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break;
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case "buffcolorlow":
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BuffColorLow = subElement.GetAttributeColor("color", BuffColorLow);
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break;
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case "buffcolormedium":
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BuffColorMedium = subElement.GetAttributeColor("color", BuffColorMedium);
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break;
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case "buffcolorhigh":
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BuffColorHigh = subElement.GetAttributeColor("color", BuffColorHigh);
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break;
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case "debuffcolorlow":
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DebuffColorLow = subElement.GetAttributeColor("color", DebuffColorLow);
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break;
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case "debuffcolormedium":
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DebuffColorMedium = subElement.GetAttributeColor("color", DebuffColorMedium);
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break;
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case "debuffcolorhigh":
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DebuffColorHigh = subElement.GetAttributeColor("color", DebuffColorHigh);
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break;
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case "healthbarcolorlow":
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HealthBarColorLow = subElement.GetAttributeColor("color", HealthBarColorLow);
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break;
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case "healthbarcolormedium":
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HealthBarColorMedium = subElement.GetAttributeColor("color", HealthBarColorMedium);
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break;
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case "healthbarcolorhigh":
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HealthBarColorHigh = subElement.GetAttributeColor("color", HealthBarColorHigh);
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break;
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case "equipmentindicatornotequipped":
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EquipmentIndicatorNotEquipped = subElement.GetAttributeColor("color", EquipmentIndicatorNotEquipped);
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break;
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case "equipmentindicatorequipped":
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EquipmentIndicatorEquipped = subElement.GetAttributeColor("color", EquipmentIndicatorEquipped);
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break;
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case "equipmentindicatorrunningout":
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EquipmentIndicatorRunningOut = subElement.GetAttributeColor("color", EquipmentIndicatorRunningOut);
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break;
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case "uiglow":
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UIGlow = new UISprite(subElement);
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break;
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case "uiglowcircular":
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UIGlowCircular = new UISprite(subElement);
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break;
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case "focusindicator":
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FocusIndicator = new SpriteSheet(subElement);
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break;
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case "font":
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Font = LoadFont(subElement, graphicsDevice);
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ForceFontUpperCase[Font] = subElement.GetAttributeBool("forceuppercase", false);
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break;
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case "globalfont":
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GlobalFont = LoadFont(subElement, graphicsDevice);
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ForceFontUpperCase[GlobalFont] = subElement.GetAttributeBool("forceuppercase", false);
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break;
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case "unscaledsmallfont":
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UnscaledSmallFont = LoadFont(subElement, graphicsDevice);
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ForceFontUpperCase[UnscaledSmallFont] = subElement.GetAttributeBool("forceuppercase", false);
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break;
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case "smallfont":
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SmallFont = LoadFont(subElement, graphicsDevice);
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ForceFontUpperCase[SmallFont] = subElement.GetAttributeBool("forceuppercase", false);
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break;
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case "largefont":
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LargeFont = LoadFont(subElement, graphicsDevice);
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ForceFontUpperCase[LargeFont] = subElement.GetAttributeBool("forceuppercase", false);
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break;
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case "digitalfont":
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DigitalFont = LoadFont(subElement, graphicsDevice);
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ForceFontUpperCase[DigitalFont] = subElement.GetAttributeBool("forceuppercase", false);
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break;
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case "hotkeyfont":
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HotkeyFont = LoadFont(subElement, graphicsDevice);
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ForceFontUpperCase[HotkeyFont] = subElement.GetAttributeBool("forceuppercase", false);
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break;
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case "objectivetitle":
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case "subheading":
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SubHeadingFont = LoadFont(subElement, graphicsDevice);
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ForceFontUpperCase[SubHeadingFont] = subElement.GetAttributeBool("forceuppercase", false);
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break;
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default:
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GUIComponentStyle componentStyle = new GUIComponentStyle(subElement, this);
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componentStyles.Add(subElement.Name.ToString().ToLowerInvariant(), componentStyle);
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break;
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}
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}
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if (GlobalFont == null)
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{
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GlobalFont = Font;
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DebugConsole.NewMessage("Global font not defined in the current UI style file. The global font is used to render western symbols when using Chinese/Japanese/Korean localization. Using default font instead...", Color.Orange);
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}
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GameMain.Instance.OnResolutionChanged += () => { RescaleElements(); };
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}
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/// <summary>
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/// Returns the default font of the currently selected language
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/// </summary>
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public ScalableFont LoadCurrentDefaultFont()
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{
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defaultFont?.Dispose();
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defaultFont = null;
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foreach (XElement subElement in configElement.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "font":
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defaultFont = LoadFont(subElement, graphicsDevice);
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break;
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}
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}
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return defaultFont;
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}
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private void RescaleElements()
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{
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if (configElement == null) { return; }
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if (configElement.Elements() == null) { return; }
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foreach (XElement subElement in configElement.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "font":
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if (Font == null) { continue; }
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Font.Size = GetFontSize(subElement);
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break;
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case "smallfont":
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if (SmallFont == null) { continue; }
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SmallFont.Size = GetFontSize(subElement);
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break;
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case "largefont":
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if (LargeFont == null) { continue; }
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LargeFont.Size = GetFontSize(subElement);
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break;
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case "hotkeyfont":
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if (HotkeyFont == null) { continue; }
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HotkeyFont.Size = GetFontSize(subElement);
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break;
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case "objectivetitle":
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case "subheading":
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if (SubHeadingFont == null) { continue; }
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SubHeadingFont.Size = GetFontSize(subElement);
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break;
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}
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}
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foreach (var componentStyle in componentStyles.Values)
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{
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componentStyle.GetSize(componentStyle.Element);
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foreach (var childStyle in componentStyle.ChildStyles.Values)
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{
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childStyle.GetSize(childStyle.Element);
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}
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}
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}
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private ScalableFont LoadFont(XElement element, GraphicsDevice graphicsDevice)
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{
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string file = GetFontFilePath(element);
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uint size = GetFontSize(element);
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bool dynamicLoading = GetFontDynamicLoading(element);
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bool isCJK = GetIsCJK(element);
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return new ScalableFont(file, size, graphicsDevice, dynamicLoading, isCJK);
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}
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private uint GetFontSize(XElement element, uint defaultSize = 14)
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{
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//check if any of the language override fonts want to override the font size as well
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foreach (XElement subElement in element.Elements())
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{
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if (!subElement.Name.ToString().Equals("override", StringComparison.OrdinalIgnoreCase)) { continue; }
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if (GameMain.Config.Language.Equals(subElement.GetAttributeString("language", ""), StringComparison.OrdinalIgnoreCase))
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{
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uint overrideFontSize = GetFontSize(subElement, 0);
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if (overrideFontSize > 0) { return overrideFontSize; }
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}
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}
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foreach (XElement subElement in element.Elements())
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{
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if (!subElement.Name.ToString().Equals("size", StringComparison.OrdinalIgnoreCase)) { continue; }
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Point maxResolution = subElement.GetAttributePoint("maxresolution", new Point(int.MaxValue, int.MaxValue));
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if (GameMain.GraphicsWidth <= maxResolution.X && GameMain.GraphicsHeight <= maxResolution.Y)
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{
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return (uint)subElement.GetAttributeInt("size", 14);
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}
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}
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return defaultSize;
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}
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private string GetFontFilePath(XElement element)
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{
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foreach (XElement subElement in element.Elements())
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{
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if (!subElement.Name.ToString().Equals("override", StringComparison.OrdinalIgnoreCase)) { continue; }
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if (GameMain.Config.Language.Equals(subElement.GetAttributeString("language", ""), StringComparison.OrdinalIgnoreCase))
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{
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return subElement.GetAttributeString("file", "");
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}
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}
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return element.GetAttributeString("file", "");
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}
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private bool GetFontDynamicLoading(XElement element)
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{
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foreach (XElement subElement in element.Elements())
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{
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if (!subElement.Name.ToString().Equals("override", StringComparison.OrdinalIgnoreCase)) { continue; }
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if (GameMain.Config.Language.Equals(subElement.GetAttributeString("language", ""), StringComparison.OrdinalIgnoreCase))
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{
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return subElement.GetAttributeBool("dynamicloading", false);
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}
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}
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return element.GetAttributeBool("dynamicloading", false);
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}
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private bool GetIsCJK(XElement element)
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{
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foreach (XElement subElement in element.Elements())
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{
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if (!subElement.Name.ToString().Equals("override", StringComparison.OrdinalIgnoreCase)) { continue; }
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if (GameMain.Config.Language.Equals(subElement.GetAttributeString("language", ""), StringComparison.OrdinalIgnoreCase))
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{
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return subElement.GetAttributeBool("iscjk", false);
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}
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}
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return element.GetAttributeBool("iscjk", false);
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}
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public GUIComponentStyle GetComponentStyle(string name)
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{
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componentStyles.TryGetValue(name.ToLowerInvariant(), out GUIComponentStyle style);
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return style;
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}
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public void Apply(GUIComponent targetComponent, string styleName = "", GUIComponent parent = null)
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{
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GUIComponentStyle componentStyle = null;
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if (parent != null)
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{
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GUIComponentStyle parentStyle = parent.Style;
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if (parent.Style == null)
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{
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string parentStyleName = parent.GetType().Name.ToLowerInvariant();
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if (!componentStyles.TryGetValue(parentStyleName, out parentStyle))
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{
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DebugConsole.ThrowError("Couldn't find a GUI style \""+ parentStyleName + "\"");
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return;
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}
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}
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string childStyleName = string.IsNullOrEmpty(styleName) ? targetComponent.GetType().Name : styleName;
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parentStyle.ChildStyles.TryGetValue(childStyleName.ToLowerInvariant(), out componentStyle);
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}
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else
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{
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if (string.IsNullOrEmpty(styleName))
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{
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styleName = targetComponent.GetType().Name;
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}
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if (!componentStyles.TryGetValue(styleName.ToLowerInvariant(), out componentStyle))
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{
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DebugConsole.ThrowError("Couldn't find a GUI style \""+ styleName+"\"");
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return;
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}
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}
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targetComponent.ApplyStyle(componentStyle);
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}
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}
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}
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