(fdc49c8c) Unstable 0.9.7.1
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@@ -88,6 +88,16 @@ namespace Barotrauma
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InputBox.OnDeselected += (gui, Keys) =>
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{
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ChatManager.Clear();
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ChatMessage.GetChatMessageCommand(InputBox.Text, out var message);
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if (string.IsNullOrEmpty(message))
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{
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if (CloseAfterMessageSent)
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{
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_toggleOpen = false;
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CloseAfterMessageSent = false;
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}
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}
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//gui.Text = "";
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};
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@@ -133,6 +133,7 @@ namespace Barotrauma
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public static ScalableFont LargeFont => Style?.LargeFont;
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public static ScalableFont SubHeadingFont => Style?.SubHeadingFont;
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public static ScalableFont DigitalFont => Style?.DigitalFont;
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public static ScalableFont HotkeyFont => Style?.HotkeyFont;
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public static ScalableFont CJKFont { get; private set; }
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@@ -802,14 +803,19 @@ namespace Barotrauma
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case CharacterEditorScreen editor:
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return editor.GetMouseCursorState();
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// Portrait area during gameplay
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case GameScreen _ when HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition) && !(Character.Controlled?.ShouldLockHud() ?? true):
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return CursorState.Hand;
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case GameScreen _ when !(Character.Controlled?.ShouldLockHud() ?? true):
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if (HUDLayoutSettings.BottomRightInfoArea.Contains(PlayerInput.MousePosition) ||
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Rectangle.Union(HUDLayoutSettings.AfflictionAreaLeft, HUDLayoutSettings.HealthBarArea).Contains(PlayerInput.MousePosition))
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{
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return CursorState.Hand;
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}
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break;
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// Sub editor drag and highlight
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case SubEditorScreen editor:
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{
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// Portrait area
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if ((editor.CharacterMode || editor.WiringMode) &&
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HUDLayoutSettings.PortraitArea.Contains(PlayerInput.MousePosition))
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HUDLayoutSettings.BottomRightInfoArea.Contains(PlayerInput.MousePosition))
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{
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return CursorState.Hand;
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}
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@@ -171,6 +171,14 @@ namespace Barotrauma
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TextBlock.SetTextPos();
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}
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GUI.Style.Apply(textBlock, "", this);
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//if the text is in chinese/korean/japanese and we're not using a CJK-compatible font,
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//use the default CJK font as a fallback
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if (TextManager.IsCJK(textBlock.Text) && !textBlock.Font.IsCJK)
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{
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textBlock.Font = GUI.CJKFont;
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}
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Enabled = true;
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}
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@@ -24,6 +24,7 @@ namespace Barotrauma
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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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@@ -148,6 +149,10 @@ namespace Barotrauma
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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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@@ -209,6 +214,10 @@ namespace Barotrauma
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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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@@ -119,11 +119,10 @@ namespace Barotrauma
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PortraitArea = new Rectangle(GameMain.GraphicsWidth - Padding - portraitSize, GameMain.GraphicsHeight - Padding - portraitSize, portraitSize, portraitSize);
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//horizontal slices at the corners of the screen for health bar and affliction icons
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int healthBarHeight = (int)Math.Max(25f * GUI.Scale, 12.5f);
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int afflictionAreaHeight = (int)(50 * GUI.Scale);
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int healthBarWidth = BottomRightInfoArea.Width;
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//int healthBarWidth = (int)((BottomRightInfoArea.Width + CharacterInventory.SlotSize.X + CharacterInventory.Spacing) * 1.1f);
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HealthBarArea = new Rectangle(BottomRightInfoArea.X, BottomRightInfoArea.Y - healthBarHeight - (int)(8 * GUI.Scale), healthBarWidth, healthBarHeight);
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int healthBarWidth = (int)((BottomRightInfoArea.Width + CharacterInventory.SlotSize.X + CharacterInventory.Spacing) * 1.1f);
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int healthBarHeight = (int)Math.Max(50f * GUI.Scale, 25f);
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HealthBarArea = new Rectangle(BottomRightInfoArea.X - (healthBarWidth - BottomRightInfoArea.Width) + (int)(2 * GUI.Scale), BottomRightInfoArea.Y - healthBarHeight + (int)(10 * GUI.Scale), healthBarWidth, healthBarHeight);
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AfflictionAreaLeft = new Rectangle(HealthBarArea.X, HealthBarArea.Y - Padding - afflictionAreaHeight, HealthBarArea.Width, afflictionAreaHeight);
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//HealthBarAreaRight = new Rectangle(Padding, GameMain.GraphicsHeight - healthBarHeight - Padding, healthBarWidth, healthBarHeight);
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