(47f7024a5) Adjusted door/hatch shadow sizes to get them to match the sprite more closely

This commit is contained in:
Joonas Rikkonen
2019-04-05 16:14:43 +03:00
parent 7dae8639cc
commit f00b74926b
2 changed files with 60 additions and 32 deletions
@@ -66,33 +66,6 @@ namespace Barotrauma
CanBeFocused = false
};
Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent)
{
CanBeFocused = false
};
toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)
{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
"", style: "UIToggleButton");
toggleCrewButton.OnClicked += (GUIButton btn, object userdata) =>
{
toggleCrewAreaOpen = !toggleCrewAreaOpen;
foreach (GUIComponent child in btn.Children)
{
child.SpriteEffects = toggleCrewAreaOpen ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
}
return true;
};
characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
{
//Spacing = (int)(3 * GUI.Scale),
ScrollBarEnabled = false,
ScrollBarVisible = false,
CanBeFocused = false
};
var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements())
@@ -103,6 +76,50 @@ namespace Barotrauma
}
}
var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
reportButtonFrame = new GUILayoutGroup(new RectTransform(
new Point((HUDLayoutSettings.CrewArea.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform))
{
AbsoluteSpacing = (int)(5 * GUI.Scale),
UserData = "reportbuttons",
CanBeFocused = false
};
//report buttons
foreach (Order order in reports)
{
if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
{
OnClicked = (GUIButton button, object userData) =>
{
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
SetCharacterOrder(null, order, null, Character.Controlled);
HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull);
return true;
},
UserData = order,
ToolTip = order.Name
};
new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
{
Color = Color.Red * 0.8f,
HoverColor = Color.Red * 1.0f,
PressedColor = Color.Red * 0.6f,
UserData = "highlighted",
CanBeFocused = false,
Visible = false
};
var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
{
Color = order.Color,
HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
ToolTip = order.Name
};
}
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
prevUIScale = GUI.Scale;
@@ -1,4 +1,5 @@
using Barotrauma.Lights;
using Barotrauma.Extensions;
using Barotrauma.Lights;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
@@ -14,6 +15,13 @@ namespace Barotrauma.Items.Components
//openState when the vertices of the convex hull were last calculated
private float lastConvexHullState;
[Serialize("1,1", false)]
public Vector2 ShadowScale
{
get;
set;
}
public Vector2 DrawSize
{
//use the extents of the item as the draw size
@@ -22,11 +30,14 @@ namespace Barotrauma.Items.Components
private Vector2[] GetConvexHullCorners(Rectangle rect)
{
Point shadowSize = rect.Size.Multiply(ShadowScale);
Vector2 center = new Vector2(rect.Center.X, rect.Y - rect.Height / 2);
Vector2[] corners = new Vector2[4];
corners[0] = new Vector2(rect.X - 1, rect.Y - rect.Height - 1);
corners[1] = new Vector2(rect.X - 1, rect.Y + 1);
corners[2] = new Vector2(rect.Right + 1, rect.Y + 1);
corners[3] = new Vector2(rect.Right + 1, rect.Y - rect.Height - 1);
corners[0] = center + new Vector2(-shadowSize.X, -shadowSize.Y) / 2;
corners[1] = center + new Vector2(-shadowSize.X, shadowSize.Y) / 2;
corners[2] = center + new Vector2(shadowSize.X, shadowSize.Y) / 2;
corners[3] = center + new Vector2(shadowSize.X, -shadowSize.Y) / 2;
return corners;
}