using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections; using System.Collections.Generic; using System.Collections.Immutable; using System.Diagnostics.CodeAnalysis; using System.Linq; using System.Text; using System.Xml.Linq; namespace Barotrauma { public abstract class GUIPrefab : Prefab { public GUIPrefab(ContentXElement element, UIStyleFile file) : base(file, element) { } protected override Identifier DetermineIdentifier(XElement element) { return element.NameAsIdentifier(); } } public abstract class GUISelector where T : GUIPrefab { public readonly PrefabSelector Prefabs = new PrefabSelector(); public readonly Identifier Identifier; public GUISelector(string identifier) { Identifier = identifier.ToIdentifier(); } } public class GUIFontPrefab : GUIPrefab { private readonly ContentXElement element; private ScalableFont font; public ScalableFont Font { get { if (Language != GameSettings.CurrentConfig.Language) { LoadFont(); } return font; } } private ScalableFont cjkFont; public ScalableFont CjkFont { get { if (Language != GameSettings.CurrentConfig.Language) { LoadFont(); } if (font.IsCJK) { return font; } return cjkFont; } } public LanguageIdentifier Language { get; private set; } public GUIFontPrefab(ContentXElement element, UIStyleFile file) : base(element, file) { this.element = element; LoadFont(); } public void LoadFont() { string fontPath = GetFontFilePath(element); uint size = GetFontSize(element); bool dynamicLoading = GetFontDynamicLoading(element); bool isCJK = GetIsCJK(element); font?.Dispose(); cjkFont?.Dispose(); font = new ScalableFont(fontPath, size, GameMain.Instance.GraphicsDevice, dynamicLoading, isCJK) { ForceUpperCase = element.GetAttributeBool("forceuppercase", false) }; if (!isCJK) { cjkFont = ExtractCjkFont(element) ?? new ScalableFont("Content/Fonts/NotoSans/NotoSansCJKsc-Bold.otf", font.Size, GameMain.Instance.GraphicsDevice, dynamicLoading: true, isCJK: true); cjkFont.ForceUpperCase = font.ForceUpperCase; } Language = GameSettings.CurrentConfig.Language; } public override void Dispose() { font?.Dispose(); font = null; cjkFont?.Dispose(); cjkFont = null; } private ScalableFont ExtractCjkFont(ContentXElement element) { foreach (var subElement in element.Elements().Reverse()) { if (subElement.NameAsIdentifier() != "override") { continue; } if (subElement.GetAttributeBool("iscjk", false)) { return new ScalableFont(subElement, GameMain.Instance.GraphicsDevice); } } return null; } private string GetFontFilePath(ContentXElement element) { foreach (var subElement in element.Elements()) { if (!subElement.Name.ToString().Equals("override", StringComparison.OrdinalIgnoreCase)) { continue; } if (GameSettings.CurrentConfig.Language == subElement.GetAttributeIdentifier("language", "").ToLanguageIdentifier()) { return subElement.GetAttributeContentPath("file")?.Value; } } return element.GetAttributeContentPath("file")?.Value; } private uint GetFontSize(XElement element, uint defaultSize = 14) { //check if any of the language override fonts want to override the font size as well foreach (var subElement in element.Elements()) { if (!subElement.Name.ToString().Equals("override", StringComparison.OrdinalIgnoreCase)) { continue; } if (GameSettings.CurrentConfig.Language == subElement.GetAttributeIdentifier("language", "").ToLanguageIdentifier()) { uint overrideFontSize = GetFontSize(subElement, 0); if (overrideFontSize > 0) { return (uint)Math.Round(overrideFontSize * GameSettings.CurrentConfig.Graphics.TextScale); } } } foreach (var subElement in element.Elements()) { if (!subElement.Name.ToString().Equals("size", StringComparison.OrdinalIgnoreCase)) { continue; } Point maxResolution = subElement.GetAttributePoint("maxresolution", new Point(int.MaxValue, int.MaxValue)); if (GameMain.GraphicsWidth <= maxResolution.X && GameMain.GraphicsHeight <= maxResolution.Y) { return (uint)Math.Round(subElement.GetAttributeInt("size", 14) * GameSettings.CurrentConfig.Graphics.TextScale); } } return (uint)Math.Round(defaultSize * GameSettings.CurrentConfig.Graphics.TextScale); } private bool GetFontDynamicLoading(XElement element) { foreach (var subElement in element.Elements()) { if (!subElement.Name.ToString().Equals("override", StringComparison.OrdinalIgnoreCase)) { continue; } if (GameSettings.CurrentConfig.Language == subElement.GetAttributeIdentifier("language", "").ToLanguageIdentifier()) { return subElement.GetAttributeBool("dynamicloading", false); } } return element.GetAttributeBool("dynamicloading", false); } private bool GetIsCJK(XElement element) { foreach (var subElement in element.Elements()) { if (!subElement.Name.ToString().Equals("override", StringComparison.OrdinalIgnoreCase)) { continue; } if (GameSettings.CurrentConfig.Language == subElement.GetAttributeIdentifier("language", "").ToLanguageIdentifier()) { return subElement.GetAttributeBool("iscjk", false); } } return element.GetAttributeBool("iscjk", false); } } public class GUIFont : GUISelector { public GUIFont(string identifier) : base(identifier) { } public bool HasValue => Prefabs.Any(); public ScalableFont Value => Prefabs.ActivePrefab.Font; public static implicit operator ScalableFont(GUIFont reference) => reference.Value; public bool ForceUpperCase => HasValue && Value.ForceUpperCase; public uint Size => HasValue ? Value.Size : 0; private ScalableFont GetFontForStr(LocalizedString str) => GetFontForStr(str.Value); private ScalableFont GetFontForStr(string str) => TextManager.IsCJK(str) ? Prefabs.ActivePrefab.CjkFont : Prefabs.ActivePrefab.Font; public void DrawString(SpriteBatch sb, LocalizedString text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects se, float layerDepth) { DrawString(sb, text.Value, position, color, rotation, origin, scale, se, layerDepth); } public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects se, float layerDepth) { GetFontForStr(text).DrawString(sb, text, position, color, rotation, origin, scale, se, layerDepth); } public void DrawString(SpriteBatch sb, LocalizedString text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects se, float layerDepth, Alignment alignment = Alignment.TopLeft) { DrawString(sb, text.Value, position, color, rotation, origin, scale, se, layerDepth, alignment); } public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects se, float layerDepth, Alignment alignment = Alignment.TopLeft, ForceUpperCase forceUpperCase = Barotrauma.ForceUpperCase.Inherit) { GetFontForStr(text).DrawString(sb, text, position, color, rotation, origin, scale, se, layerDepth, alignment, forceUpperCase); } public void DrawString(SpriteBatch sb, LocalizedString text, Vector2 position, Color color, ForceUpperCase forceUpperCase = Barotrauma.ForceUpperCase.Inherit, bool italics = false) { DrawString(sb, text.Value, position, color, forceUpperCase, italics); } public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, ForceUpperCase forceUpperCase = Barotrauma.ForceUpperCase.Inherit, bool italics = false) { GetFontForStr(text).DrawString(sb, text, position, color, forceUpperCase, italics); } public void DrawStringWithColors(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects se, float layerDepth, in ImmutableArray? richTextData, int rtdOffset = 0, Alignment alignment = Alignment.TopLeft, ForceUpperCase forceUpperCase = Barotrauma.ForceUpperCase.Inherit) { GetFontForStr(text).DrawStringWithColors(sb, text, position, color, rotation, origin, scale, se, layerDepth, richTextData, rtdOffset, alignment, forceUpperCase); } public Vector2 MeasureString(LocalizedString str, bool removeExtraSpacing = false) { return GetFontForStr(str).MeasureString(str, removeExtraSpacing); } public Vector2 MeasureChar(char c) { return GetFontForStr($"{c}").MeasureChar(c); } public string WrapText(string text, float width) => GetFontForStr(text).WrapText(text, width); public string WrapText(string text, float width, int requestCharPos, out Vector2 requestedCharPos) => GetFontForStr(text).WrapText(text, width, requestCharPos, out requestedCharPos); public string WrapText(string text, float width, out Vector2[] allCharPositions) => GetFontForStr(text).WrapText(text, width, out allCharPositions); public float LineHeight => Value.LineHeight; } public class GUIColorPrefab : GUIPrefab { public readonly Color Color; public GUIColorPrefab(ContentXElement element, UIStyleFile file) : base(element, file) { Color = element.GetAttributeColor("color", Color.White); } public override void Dispose() { } } public class GUIColor : GUISelector { public GUIColor(string identifier) : base(identifier) { } public Color Value { get { return Prefabs.ActivePrefab.Color; } } public static implicit operator Color(GUIColor reference) => reference.Value; public static Color operator*(GUIColor value, float scale) { return value.Value * scale; } } public class GUISpritePrefab : GUIPrefab { public readonly UISprite Sprite; public GUISpritePrefab(ContentXElement element, UIStyleFile file) : base(element, file) { Sprite = new UISprite(element); } public override void Dispose() { Sprite.Sprite.Remove(); } } public class GUISprite : GUISelector { public GUISprite(string identifier) : base(identifier) { } public UISprite Value { get { return Prefabs.ActivePrefab.Sprite; } } public static implicit operator UISprite(GUISprite reference) => reference.Value; public void Draw(SpriteBatch spriteBatch, Rectangle rect, Color color, SpriteEffects spriteEffects = SpriteEffects.None) { Value.Draw(spriteBatch, rect, color, spriteEffects); } } public class GUISpriteSheetPrefab : GUIPrefab { public readonly SpriteSheet SpriteSheet; public GUISpriteSheetPrefab(ContentXElement element, UIStyleFile file) : base(element, file) { SpriteSheet = new SpriteSheet(element); } public override void Dispose() { SpriteSheet.Remove(); } } public class GUISpriteSheet : GUISelector { public GUISpriteSheet(string identifier) : base(identifier) { } public SpriteSheet Value { get { return Prefabs.ActivePrefab.SpriteSheet; } } public int FrameCount => Value.FrameCount; public Point FrameSize => Value.FrameSize; public void Draw(ISpriteBatch spriteBatch, Vector2 pos, float rotate = 0, float scale = 1, SpriteEffects spriteEffects = SpriteEffects.None) { Value.Draw(spriteBatch, pos, rotate, scale, spriteEffects); } public void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate = 0, float scale = 1, SpriteEffects spriteEffects = SpriteEffects.None, float? depth = null) { Value.Draw(spriteBatch, pos, color, origin, rotate, scale, spriteEffects, depth); } public void Draw(ISpriteBatch spriteBatch, int spriteIndex, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffects = SpriteEffects.None, float? depth = null) { Value.Draw(spriteBatch, spriteIndex, pos, color, origin, rotate, scale, spriteEffects, depth); } public static implicit operator SpriteSheet(GUISpriteSheet reference) => reference.Value; } public class GUICursorPrefab : GUIPrefab { public readonly Sprite[] Sprites; public GUICursorPrefab(ContentXElement element, UIStyleFile file) : base(element, file) { Sprites = new Sprite[Enum.GetValues(typeof(CursorState)).Length]; foreach (var subElement in element.Elements()) { CursorState state = subElement.GetAttributeEnum("state", CursorState.Default); Sprites[(int)state] = new Sprite(subElement); } } public override void Dispose() { foreach (var sprite in Sprites) { sprite?.Remove(); } } } public class GUICursor : GUISelector { public GUICursor(string identifier) : base(identifier) { } public Sprite this[CursorState k] => Prefabs.ActivePrefab.Sprites[(int)k]; } }