Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading

This commit is contained in:
Regalis
2015-07-19 02:44:42 +03:00
parent 237df18765
commit baa207985c
78 changed files with 1237 additions and 596 deletions
+7 -7
View File
@@ -1,11 +1,11 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using System.IO.Compression;
namespace Subsurface
{
@@ -256,17 +256,17 @@ namespace Subsurface
.ToArray());
}
public static string WrapText(string text, float lineWidth)
public static string WrapText(string text, float lineWidth, SpriteFont font)
{
if (GUI.font.MeasureString(text).X < lineWidth) return text;
if (GUI.Font.MeasureString(text).X < lineWidth) return text;
string[] words = text.Split(' ');
StringBuilder wrappedText = new StringBuilder();
float linewidth = 0f;
float spaceWidth = GUI.font.MeasureString(" ").X;
float spaceWidth = font.MeasureString(" ").X;
for (int i = 0; i < words.Length; ++i)
{
Vector2 size = GUI.font.MeasureString(words[i]);
Vector2 size = font.MeasureString(words[i]);
if (linewidth + size.X < lineWidth)
{
linewidth += size.X + spaceWidth;