(61d00a474) v0.9.7.1
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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.Xml.Linq;
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namespace Barotrauma
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{
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public class UISprite
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{
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public Sprite Sprite
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{
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get;
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private set;
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}
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public bool Tile
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{
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get;
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private set;
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}
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public bool Slice
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{
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get;
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set;
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}
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public Rectangle[] Slices
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{
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get;
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set;
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}
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public bool MaintainAspectRatio
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{
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get;
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private set;
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}
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/// <summary>
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/// How much the borders of a sliced sprite are allowed to scale
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/// You may for example want to prevent a 1-pixel border from scaling down (and disappearing) on small resolutions
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/// </summary>
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private readonly float minBorderScale = 0.1f, maxBorderScale = 10.0f;
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public bool CrossFadeIn { get; private set; } = true;
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public bool CrossFadeOut { get; private set; } = true;
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public TransitionMode TransitionMode { get; private set; }
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public UISprite(XElement element)
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{
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Sprite = new Sprite(element);
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MaintainAspectRatio = element.GetAttributeBool("maintainaspectratio", false);
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Tile = element.GetAttributeBool("tile", true);
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CrossFadeIn = element.GetAttributeBool("crossfadein", CrossFadeIn);
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CrossFadeOut = element.GetAttributeBool("crossfadeout", CrossFadeOut);
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string transitionMode = element.GetAttributeString("transition", string.Empty);
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if (Enum.TryParse(transitionMode, ignoreCase: true, out TransitionMode transition))
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{
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TransitionMode = transition;
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}
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Vector4 sliceVec = element.GetAttributeVector4("slice", Vector4.Zero);
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if (sliceVec != Vector4.Zero)
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{
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minBorderScale = element.GetAttributeFloat("minborderscale", 0.1f);
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maxBorderScale = element.GetAttributeFloat("minborderscale", 10.0f);
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Rectangle slice = new Rectangle((int)sliceVec.X, (int)sliceVec.Y, (int)(sliceVec.Z - sliceVec.X), (int)(sliceVec.W - sliceVec.Y));
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Slice = true;
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Slices = new Rectangle[9];
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//top-left
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Slices[0] = new Rectangle(Sprite.SourceRect.Location, slice.Location - Sprite.SourceRect.Location);
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//top-mid
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Slices[1] = new Rectangle(slice.Location.X, Slices[0].Y, slice.Width, Slices[0].Height);
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//top-right
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Slices[2] = new Rectangle(slice.Right, Slices[0].Y, Sprite.SourceRect.Right - slice.Right, Slices[0].Height);
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//mid-left
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Slices[3] = new Rectangle(Slices[0].X, slice.Y, Slices[0].Width, slice.Height);
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//center
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Slices[4] = slice;
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//mid-right
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Slices[5] = new Rectangle(Slices[2].X, slice.Y, Slices[2].Width, slice.Height);
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//bottom-left
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Slices[6] = new Rectangle(Slices[0].X, slice.Bottom, Slices[0].Width, Sprite.SourceRect.Bottom - slice.Bottom);
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//bottom-mid
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Slices[7] = new Rectangle(Slices[1].X, slice.Bottom, Slices[1].Width, Sprite.SourceRect.Bottom - slice.Bottom);
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//bottom-right
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Slices[8] = new Rectangle(Slices[2].X, slice.Bottom, Slices[2].Width, Sprite.SourceRect.Bottom - slice.Bottom);
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}
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}
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/// <summary>
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/// Get the scale of the sliced sprite's borders when it's draw inside an area of a specific size
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/// </summary>
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public float GetSliceBorderScale(Point drawSize)
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{
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if (!Slice) { return 1.0f; }
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Vector2 scale = new Vector2(
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MathHelper.Clamp((float)drawSize.X / (Slices[0].Height + Slices[6].Height), 0, 1),
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MathHelper.Clamp((float)drawSize.Y / (Slices[0].Width + Slices[2].Width), 0, 1));
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return MathHelper.Clamp(Math.Min(Math.Min(scale.X, scale.Y), GUI.SlicedSpriteScale), minBorderScale, maxBorderScale);
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}
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public void Draw(SpriteBatch spriteBatch, Rectangle rect, Color color, SpriteEffects spriteEffects = SpriteEffects.None)
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{
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if (Sprite.Texture == null)
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{
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GUI.DrawRectangle(spriteBatch, rect, Color.Magenta);
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return;
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}
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if (Slice)
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{
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Vector2 pos = new Vector2(rect.X, rect.Y);
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float scale = GetSliceBorderScale(rect.Size);
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int centerHeight = rect.Height - (int)((Slices[0].Height + Slices[6].Height) * scale);
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int centerWidth = rect.Width - (int)((Slices[0].Width + Slices[2].Width) * scale);
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for (int x = 0; x < 3; x++)
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{
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int width = (int)(x == 1 ? centerWidth : Slices[x].Width * scale);
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if (width <= 0) { continue; }
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for (int y = 0; y < 3; y++)
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{
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int height = (int)(y == 1 ? centerHeight : Slices[x + y * 3].Height * scale);
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if (height <= 0) { continue; }
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spriteBatch.Draw(Sprite.Texture,
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new Rectangle((int)pos.X, (int)pos.Y, width, height),
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Slices[x + y * 3],
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color);
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pos.Y += height;
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}
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pos.X += width;
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pos.Y = rect.Y;
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}
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}
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else if (Tile)
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{
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Vector2 startPos = new Vector2(rect.X, rect.Y);
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Sprite.DrawTiled(spriteBatch, startPos, new Vector2(rect.Width, rect.Height), null, color);
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}
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else
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{
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if (MaintainAspectRatio)
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{
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float scale = Math.Min((float)rect.Width / Sprite.SourceRect.Width, (float)rect.Height / Sprite.SourceRect.Height);
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spriteBatch.Draw(Sprite.Texture, rect.Center.ToVector2(),
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Sprite.SourceRect,
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color,
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rotation: 0.0f,
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origin: Sprite.size / 2.0f,
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scale: scale,
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effects: spriteEffects, layerDepth: 0.0f);
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}
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else
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{
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spriteBatch.Draw(Sprite.Texture, rect, Sprite.SourceRect, color, 0, Vector2.Zero, spriteEffects, 0);
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}
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}
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}
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}
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}
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