Merge branch 'master' into new-netcode

Conflicts:
	Subsurface/Source/GameMain.cs
	Subsurface/Source/Networking/ChatMessage.cs
	Subsurface/Source/Networking/NetworkMember.cs
	Subsurface/Source/Screens/NetLobbyScreen.cs
This commit is contained in:
Regalis
2017-05-01 19:25:07 +03:00
17 changed files with 94 additions and 122 deletions
+8 -38
View File
@@ -207,31 +207,7 @@ namespace Barotrauma
{
y += child.Rect.Height + spacing;
}
if (scrollBar.IsHorizontal)
{
if (child.Rect.Right < rect.X) continue;
if (child.Rect.Right > rect.Right) break;
if (child.Rect.X < rect.X && child.Rect.Right >= rect.X)
{
x = rect.X;
continue;
}
}
else
{
if (child.Rect.Y + child.Rect.Height < rect.Y) continue;
if (child.Rect.Y + child.Rect.Height > rect.Y + rect.Height) break;
if (child.Rect.Y < rect.Y && child.Rect.Y + child.Rect.Height >= rect.Y)
{
y = rect.Y;
continue;
}
}
if (deltaTime>0.0f) child.Update(deltaTime);
if (enabled && child.CanBeFocused &&
(MouseOn == this || (MouseOn != null && this.IsParentOf(MouseOn))) && child.Rect.Contains(PlayerInput.MousePosition))
@@ -407,6 +383,8 @@ namespace Barotrauma
if (!scrollBarHidden) scrollBar.Draw(spriteBatch);
GameMain.CurrGraphicsDevice.ScissorRectangle = frame.Rect;
int lastVisible = 0;
for (int i = 0; i < children.Count; i++)
{
@@ -422,6 +400,8 @@ namespace Barotrauma
lastVisible = i;
child.Draw(spriteBatch);
}
GameMain.CurrGraphicsDevice.ScissorRectangle = new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
}
private bool IsChildVisible(GUIComponent child)
@@ -431,22 +411,12 @@ namespace Barotrauma
if (scrollBar.IsHorizontal)
{
if (child.Rect.Right < rect.X) return false;
if (child.Rect.Right > rect.Right) return false;
if (child.Rect.X < rect.X && child.Rect.Right >= rect.X)
{
return false;
}
if (child.Rect.X > rect.Right) return false;
}
else
{
if (child.Rect.Y + child.Rect.Height < rect.Y) return false;
if (child.Rect.Y + child.Rect.Height > rect.Y + rect.Height) return false;
if (child.Rect.Y < rect.Y && child.Rect.Y + child.Rect.Height >= rect.Y)
{
return false;
}
if (child.Rect.Bottom < rect.Y) return false;
if (child.Rect.Y > rect.Bottom) return false;
}
return true;