(aef4f0ea0) Option to override sprites per language, new logos
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@@ -5,12 +5,13 @@ using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Barotrauma.Media;
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using System.Linq;
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namespace Barotrauma
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{
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class LoadingScreen
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{
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private Texture2D backgroundTexture, monsterTexture, titleTexture;
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private Texture2D backgroundTexture;
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private RenderTarget2D renderTarget;
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@@ -37,24 +38,13 @@ namespace Barotrauma
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private string selectedTip;
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public Vector2 CenterPosition;
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public Vector2 BackgroundPosition;
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public Vector2 TitlePosition;
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private object loadMutex = new object();
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private float? loadState;
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public Vector2 TitleSize
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{
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get { return new Vector2(titleTexture.Width, titleTexture.Height); }
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}
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public float Scale
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{
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get;
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private set;
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}
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public float? LoadState
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{
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get
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@@ -83,8 +73,6 @@ namespace Barotrauma
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public LoadingScreen(GraphicsDevice graphics)
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{
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backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
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monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png");
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titleTexture = TextureLoader.FromFile("Content/UI/titleText.png");
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renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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GameMain.Instance.OnResolutionChanged += () =>
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@@ -97,7 +85,7 @@ namespace Barotrauma
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selectedTip = TextManager.Get("LoadingScreenTip", true);
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}
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public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime)
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{
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if (GameMain.Config.EnableSplashScreen)
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@@ -105,7 +93,7 @@ namespace Barotrauma
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try
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{
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DrawSplashScreen(spriteBatch);
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if (SplashScreen!=null && SplashScreen.IsPlaying) return;
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if (SplashScreen != null && SplashScreen.IsPlaying) return;
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}
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catch (Exception e)
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{
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@@ -113,37 +101,38 @@ namespace Barotrauma
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GameMain.Config.EnableSplashScreen = false;
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}
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}
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var titleStyle = GUI.Style?.GetComponentStyle("TitleText");
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Sprite titleSprite = null;
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if (titleStyle != null && titleStyle.Sprites.ContainsKey(GUIComponent.ComponentState.None))
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{
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titleSprite = titleStyle.Sprites[GUIComponent.ComponentState.None].First()?.Sprite;
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}
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drawn = true;
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graphics.SetRenderTarget(renderTarget);
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Scale = GameMain.GraphicsHeight / 1500.0f;
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float backgroundScale = GameMain.GraphicsHeight / 1500.0f;
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float titleScale = MathHelper.SmoothStep(0.8f, 1.0f, state / 10.0f) * GameMain.GraphicsHeight / 1000.0f;
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state += deltaTime;
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if (DrawLoadingText)
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{
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CenterPosition = new Vector2(GameMain.GraphicsWidth * 0.3f, GameMain.GraphicsHeight / 2.0f);
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TitlePosition = CenterPosition + new Vector2(-0.0f + (float)Math.Sqrt(state) * 220.0f, 0.0f) * Scale;
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TitlePosition.X = Math.Min(TitlePosition.X, (float)GameMain.GraphicsWidth / 2.0f);
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BackgroundPosition = new Vector2(GameMain.GraphicsWidth * 0.3f, GameMain.GraphicsHeight * 0.45f);
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TitlePosition = new Vector2(GameMain.GraphicsWidth * 0.5f, GameMain.GraphicsHeight * 0.45f);
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
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graphics.Clear(Color.Black);
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spriteBatch.Draw(backgroundTexture, CenterPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
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spriteBatch.Draw(backgroundTexture, BackgroundPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
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new Vector2(backgroundTexture.Width / 2.0f, backgroundTexture.Height / 2.0f),
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Scale * 1.5f, SpriteEffects.None, 0.2f);
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spriteBatch.Draw(monsterTexture,
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CenterPosition + new Vector2((state % 40) * 100.0f - 1800.0f, (state % 40) * 30.0f - 200.0f) * Scale, null,
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Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.1f);
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spriteBatch.Draw(titleTexture,
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TitlePosition, null,
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Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f);
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backgroundScale * 1.5f, SpriteEffects.None, 0.2f);
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titleSprite?.Draw(spriteBatch, TitlePosition, Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), scale: titleScale);
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spriteBatch.End();
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graphics.SetRenderTarget(null);
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@@ -156,9 +145,7 @@ namespace Barotrauma
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
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spriteBatch.Draw(titleTexture,
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TitlePosition, null,
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Color.White * Math.Min((state - 3.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), Scale, SpriteEffects.None, 0.0f);
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titleSprite?.Draw(spriteBatch, TitlePosition, Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), scale: titleScale);
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if (DrawLoadingText)
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{
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