427 lines
15 KiB
C#
427 lines
15 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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namespace Subsurface
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{
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[Flags]
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public enum Alignment
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{
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CenterX = 1, Left = 2, Right = 4, CenterY = 8, Top = 16, Bottom = 32 ,
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TopRight = (Top | Right), TopLeft = (Top | Left), TopCenter = (CenterX | Top),
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Center = (CenterX | CenterY),
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BottomRight = (Bottom | Right), BottomLeft = (Bottom | Left), BottomCenter = (CenterX | Bottom)
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}
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public class GUI
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{
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public static GUIStyle Style;
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static Texture2D t;
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public static SpriteFont Font, SmallFont, LargeFont;
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private static Sprite cursor;
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private static GraphicsDevice graphicsDevice;
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private static List<GUIMessage> messages = new List<GUIMessage>();
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private static Sound[] sounds;
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private static bool pauseMenuOpen;
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private static GUIFrame pauseMenu;
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public static void Init(ContentManager content)
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{
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GUI.Font = ToolBox.TryLoadFont("SpriteFont1", content);
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GUI.SmallFont = ToolBox.TryLoadFont("SmallFont", content);
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GUI.LargeFont = ToolBox.TryLoadFont("LargeFont", content);
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cursor = new Sprite("Content/UI/cursor.png" ,Vector2.Zero);
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}
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public static bool PauseMenuOpen
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{
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get { return pauseMenuOpen; }
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}
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public static void LoadContent(GraphicsDevice graphics, bool loadSounds = true)
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{
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graphicsDevice = graphics;
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if (loadSounds)
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{
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sounds = new Sound[2];
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sounds[0] = Sound.Load("Content/Sounds/UI/UImsg.ogg", false);
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}
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// create 1x1 texture for line drawing
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t = new Texture2D(graphicsDevice, 1, 1);
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t.SetData<Color>(
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new Color[] { Color.White });// fill the texture with white
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Style = new GUIStyle("Content/UI/style.xml");
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}
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public static void TogglePauseMenu()
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{
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if (Screen.Selected == GameMain.MainMenuScreen) return;
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TogglePauseMenu(null, null);
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if (pauseMenuOpen)
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{
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pauseMenu = new GUIFrame(new Rectangle(0,0,200,300), null, Alignment.Center, Style);
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int y = 0;
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var button = new GUIButton(new Rectangle(0, y, 0, 30), "Resume", Alignment.CenterX, GUI.Style, pauseMenu);
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button.OnClicked = TogglePauseMenu;
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y += 60;
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if (Screen.Selected == GameMain.GameScreen && GameMain.GameSession !=null)
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{
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SinglePlayerMode spMode = GameMain.GameSession.gameMode as SinglePlayerMode;
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if (spMode!=null)
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{
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button = new GUIButton(new Rectangle(0, y, 0, 30), "Load previous", Alignment.CenterX, GUI.Style, pauseMenu);
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button.OnClicked += TogglePauseMenu;
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button.OnClicked += GameMain.GameSession.LoadPrevious;
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y += 60;
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}
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}
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if (Screen.Selected == GameMain.LobbyScreen)
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{
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SinglePlayerMode spMode = GameMain.GameSession.gameMode as SinglePlayerMode;
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if (spMode != null)
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{
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button = new GUIButton(new Rectangle(0, y, 0, 30), "Save & quit", Alignment.CenterX, GUI.Style, pauseMenu);
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button.OnClicked += QuitClicked;
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button.OnClicked += TogglePauseMenu;
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button.UserData = "save";
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y += 60;
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}
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}
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button = new GUIButton(new Rectangle(0, y, 0, 30), "Quit", Alignment.CenterX, GUI.Style, pauseMenu);
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button.OnClicked += QuitClicked;
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button.OnClicked += TogglePauseMenu;
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}
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}
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private static bool TogglePauseMenu(GUIButton button, object obj)
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{
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pauseMenuOpen = !pauseMenuOpen;
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return true;
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}
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private static bool QuitClicked(GUIButton button, object obj)
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{
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if (button.UserData as string == "save")
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{
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SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
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}
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GameMain.MainMenuScreen.Select();
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//Game1.MainMenuScreen.SelectTab(null, (int)MainMenuScreen.Tabs.Main);
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return true;
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}
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public static void DrawLine(SpriteBatch sb, Vector2 start, Vector2 end, Color clr, float depth = 0.0f)
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{
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Vector2 edge = end - start;
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// calculate angle to rotate line
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float angle = (float)Math.Atan2(edge.Y, edge.X);
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sb.Draw(t,
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new Rectangle(// rectangle defines shape of line and position of start of line
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(int)start.X,
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(int)start.Y,
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(int)edge.Length(), //sb will strech the texture to fill this rectangle
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1), //width of line, change this to make thicker line
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null,
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clr, //colour of line
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angle, //angle of line (calulated above)
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new Vector2(0, 0), // point in line about which to rotate
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SpriteEffects.None,
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depth);
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}
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public static void DrawRectangle(SpriteBatch sb, Vector2 start, Vector2 size, Color clr, bool isFilled = false, float depth = 0.0f)
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{
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if (isFilled)
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{
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sb.Draw(t, new Rectangle((int)start.X,(int)start.Y,(int)size.X,(int)size.Y),null,clr);
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}
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else
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{
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Vector2 p2 = new Vector2(start.X + size.X, start.Y);
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Vector2 p4 = new Vector2(start.X, start.Y + size.Y);
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DrawLine(sb, start, p2, clr, depth);
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DrawLine(sb, p2, start + size, clr, depth);
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DrawLine(sb, start + size, p4, clr, depth);
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DrawLine(sb, p4, start, clr, depth);
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}
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}
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public static void DrawRectangle(SpriteBatch sb, Rectangle rect, Color clr, bool isFilled = false, float depth = 0.0f)
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{
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if (isFilled)
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{
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sb.Draw(t, rect, null, clr);
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}
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else
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{
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Vector2 p1 = new Vector2(rect.X, rect.Y);
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Vector2 p2 = new Vector2(rect.X + rect.Width, rect.Y);
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Vector2 p3 = new Vector2(rect.X + rect.Width, rect.Y + rect.Height);
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Vector2 p4 = new Vector2(rect.X, rect.Y + rect.Height);
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DrawLine(sb, p1, p2, clr, depth);
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DrawLine(sb, p2, p3, clr, depth);
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DrawLine(sb, p3, p4, clr, depth);
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DrawLine(sb, p4, p1, clr, depth);
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}
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}
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public static Texture2D CreateCircle(int radius)
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{
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int outerRadius = radius * 2 + 2; // So circle doesn't go out of bounds
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Texture2D texture = new Texture2D(graphicsDevice, outerRadius, outerRadius);
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Color[] data = new Color[outerRadius * outerRadius];
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// Colour the entire texture transparent first.
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for (int i = 0; i < data.Length; i++)
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data[i] = Color.Transparent;
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// Work out the minimum step necessary using trigonometry + sine approximation.
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double angleStep = 1f / radius;
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for (double angle = 0; angle < Math.PI * 2; angle += angleStep)
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{
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// Use the parametric definition of a circle: http://en.wikipedia.org/wiki/Circle#Cartesian_coordinates
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int x = (int)Math.Round(radius + radius * Math.Cos(angle));
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int y = (int)Math.Round(radius + radius * Math.Sin(angle));
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data[y * outerRadius + x + 1] = Color.White;
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}
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texture.SetData(data);
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return texture;
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}
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public static Texture2D CreateCapsule(int radius, int height)
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{
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int textureWidth = radius * 2, textureHeight = height + radius * 2;
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Texture2D texture = new Texture2D(graphicsDevice, textureWidth, textureHeight);
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Color[] data = new Color[textureWidth * textureHeight];
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// Colour the entire texture transparent first.
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for (int i = 0; i < data.Length; i++)
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data[i] = Color.Transparent;
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// Work out the minimum step necessary using trigonometry + sine approximation.
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double angleStep = 1f / radius;
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for (int i = 0; i < 2; i++ )
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{
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for (double angle = 0; angle < Math.PI * 2; angle += angleStep)
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{
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// Use the parametric definition of a circle: http://en.wikipedia.org/wiki/Circle#Cartesian_coordinates
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int x = (int)Math.Round(radius + radius * Math.Cos(angle));
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int y = (height-1)*i + (int)Math.Round(radius + radius * Math.Sin(angle));
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data[y * textureWidth + x] = Color.White;
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}
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}
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for (int y = radius; y<textureHeight-radius; y++)
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{
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data[y * textureWidth] = Color.White;
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data[y * textureWidth + (textureWidth-1)] = Color.White;
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}
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texture.SetData(data);
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return texture;
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}
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public static Texture2D CreateRectangle(int width, int height)
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{
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Texture2D texture = new Texture2D(graphicsDevice, width, height);
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Color[] data = new Color[width * height];
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for (int i = 0; i < data.Length; i++)
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data[i] = Color.Transparent;
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for (int y = 0; y < height; y++)
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{
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data[y * width] = Color.White;
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data[y * width + (width-1)] = Color.White;
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}
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for (int x = 0; x < width; x++)
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{
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data[x] = Color.White;
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data[(height - 1) * width + x] = Color.White;
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}
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texture.SetData(data);
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return texture;
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}
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public static bool DrawButton(SpriteBatch sb, Rectangle rect, string text, bool isHoldable = false)
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{
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Color color = new Color(200, 200, 200);
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bool clicked = false;
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if (rect.Contains(PlayerInput.MousePosition))
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{
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clicked = (PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed);
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color = clicked ? new Color(100, 100, 100) : new Color(250, 250, 250);
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if (!isHoldable)
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clicked = PlayerInput.LeftButtonClicked();
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}
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DrawRectangle(sb, rect, color, true);
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sb.DrawString(Font, text, new Vector2(rect.X + 10, rect.Y + 10), Color.White);
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return clicked;
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}
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public static void Draw(float deltaTime, SpriteBatch spriteBatch, Camera cam)
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{
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spriteBatch.DrawString(Font,
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"FPS: " + (int)GameMain.FrameCounter.AverageFramesPerSecond,
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new Vector2(10, 10), Color.White);
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if (GameMain.DebugDraw)
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{
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spriteBatch.DrawString(Font,
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"Physics: " + GameMain.World.UpdateTime,
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new Vector2(10, 30), Color.White);
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spriteBatch.DrawString(Font,
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"Bodies: " + GameMain.World.BodyList.Count + " (" + GameMain.World.BodyList.FindAll(b => b.Awake && b.Enabled).Count + " awake)",
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new Vector2(10, 50), Color.White);
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spriteBatch.DrawString(Font,
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"Camera pos: " + GameMain.GameScreen.Cam.Position,
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new Vector2(10, 70), Color.White);
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if (Submarine.Loaded!=null)
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{
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spriteBatch.DrawString(Font,
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"Sub pos: " + Submarine.Loaded.Position,
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new Vector2(10, 90), Color.White);
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}
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}
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if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHUD(spriteBatch, cam);
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if (GameMain.NetworkMember != null) GameMain.NetworkMember.Draw(spriteBatch);
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DrawMessages(spriteBatch, (float)deltaTime);
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if (GUIMessageBox.MessageBoxes.Count>0)
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{
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var messageBox = GUIMessageBox.MessageBoxes.Peek();
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if (messageBox != null) messageBox.Draw(spriteBatch);
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}
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if (pauseMenuOpen)
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{
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pauseMenu.Update(1.0f);
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pauseMenu.Draw(spriteBatch);
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}
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DebugConsole.Draw(spriteBatch);
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if (GUIComponent.MouseOn != null && !string.IsNullOrWhiteSpace(GUIComponent.MouseOn.ToolTip)) GUIComponent.MouseOn.DrawToolTip(spriteBatch);
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cursor.Draw(spriteBatch, PlayerInput.MousePosition);
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}
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public static void Update(float deltaTime)
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{
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if (GUIMessageBox.MessageBoxes.Count > 0)
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{
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var messageBox = GUIMessageBox.MessageBoxes.Peek();
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if (messageBox != null)
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{
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GUIComponent.MouseOn = messageBox;
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messageBox.Update(deltaTime);
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}
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}
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}
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public static void AddMessage(string message, Color color, float lifeTime = 3.0f, bool playSound = true)
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{
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if (messages.Count>0 && messages[messages.Count-1].Text == message)
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{
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messages[messages.Count - 1].LifeTime = lifeTime;
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return;
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}
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Vector2 currPos = new Vector2(GameMain.GraphicsWidth / 2.0f, GameMain.GraphicsHeight * 0.7f);
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currPos.Y += messages.Count * 30;
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messages.Add(new GUIMessage(message, color, currPos, lifeTime));
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if (playSound) PlayMessageSound();
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}
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public static void PlayMessageSound()
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{
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sounds[0].Play();
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}
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private static void DrawMessages(SpriteBatch spriteBatch, float deltaTime)
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{
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if (messages.Count == 0) return;
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Vector2 currPos = new Vector2(GameMain.GraphicsWidth / 2.0f, GameMain.GraphicsHeight * 0.7f);
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int i = 1;
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foreach (GUIMessage msg in messages)
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{
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float alpha = 1.0f;
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if (msg.LifeTime < 1.0f)
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{
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alpha -= 1.0f - msg.LifeTime;
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}
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msg.Pos = MathUtils.SmoothStep(msg.Pos, currPos, deltaTime*20.0f);
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spriteBatch.DrawString(Font, msg.Text,
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new Vector2((int)msg.Pos.X, (int)msg.Pos.Y),
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msg.Color * alpha, 0.0f,
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new Vector2((int)(0.5f * msg.Size.X), (int)(0.5f * msg.Size.Y)), 1.0f, SpriteEffects.None, 0.0f);
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currPos.Y += 30.0f;
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messages[0].LifeTime -= deltaTime/i;
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i++;
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}
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if (messages[0].LifeTime <= 0.0f) messages.Remove(messages[0]);
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}
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}
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}
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