Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/GUI/HUDLayoutSettings.cs
Markus Isberg 9470edead3 Build 1.1.4.0
2023-03-31 18:40:44 +03:00

231 lines
9.5 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Linq;
namespace Barotrauma
{
static class HUDLayoutSettings
{
public static bool DebugDraw;
private static int inventoryTopY;
public static int InventoryTopY
{
get { return inventoryTopY; }
set
{
if (value == inventoryTopY) { return; }
inventoryTopY = value;
CreateAreas();
}
}
public static Rectangle ButtonAreaTop
{
get; private set;
}
public static Rectangle TutorialObjectiveListArea
{
get; private set;
}
public static Rectangle MessageAreaTop
{
get; private set;
}
public static Rectangle CrewArea
{
get; private set;
}
public static Rectangle ChatBoxArea
{
get; private set;
}
public static Rectangle ObjectiveAnchor
{
get; private set;
}
public static Rectangle InventoryAreaLower
{
get; private set;
}
public static Rectangle HealthBarArea
{
get; private set;
}
public static Rectangle BottomRightInfoArea
{
get; private set;
}
public static Rectangle HealthBarAfflictionArea
{
get; private set;
}
public static Rectangle HealthWindowAreaLeft
{
get; private set;
}
public static Rectangle PortraitArea
{
get; private set;
}
public static Rectangle VotingArea
{
get; private set;
}
public static Rectangle ItemHUDArea
{
get; private set;
}
public static int Padding
{
get; private set;
}
static HUDLayoutSettings()
{
if (GameMain.Instance != null)
{
GameMain.Instance.ResolutionChanged += CreateAreas;
CreateAreas();
CharacterInfo.Init();
}
}
public static RectTransform ToRectTransform(Rectangle rect, RectTransform parent)
{
return new RectTransform(new Vector2(rect.Width / (float)GameMain.GraphicsWidth, rect.Height / (float)GameMain.GraphicsHeight), parent)
{
RelativeOffset = new Vector2(rect.X / (float)GameMain.GraphicsWidth, rect.Y / (float)GameMain.GraphicsHeight)
};
}
public static void CreateAreas()
{
Padding = (int)(11 * GUI.Scale);
if (inventoryTopY == 0) { inventoryTopY = GameMain.GraphicsHeight - 30; }
//slice from the top of the screen for misc buttons (info, end round, server controls)
ButtonAreaTop = new Rectangle(Padding, Padding, GameMain.GraphicsWidth - Padding * 2, (int)(50 * GUI.Scale));
int infoAreaWidth = (int)(142 * GUI.Scale);
int infoAreaHeight = (int)(98 * GUI.Scale);
int portraitSize = (int)(infoAreaHeight * 0.95f);
BottomRightInfoArea = new Rectangle(GameMain.GraphicsWidth - Padding * 2 - infoAreaWidth, GameMain.GraphicsHeight - Padding * 2 - infoAreaHeight, infoAreaWidth, infoAreaHeight);
PortraitArea = new Rectangle(GameMain.GraphicsWidth - portraitSize, BottomRightInfoArea.Bottom - portraitSize + Padding / 2, portraitSize, portraitSize);
//horizontal slices at the corners of the screen for health bar and affliction icons
int afflictionAreaHeight = (int)(50 * GUI.Scale);
int healthBarWidth = BottomRightInfoArea.Width;
var healthBarChildStyles = GUIStyle.GetComponentStyle("CharacterHealthBar")?.ChildStyles;
if (healthBarChildStyles!= null && healthBarChildStyles.TryGetValue("GUIFrame".ToIdentifier(), out var style))
{
if (style.Sprites.TryGetValue(GUIComponent.ComponentState.None, out var uiSprites) && uiSprites.FirstOrDefault() is { } uiSprite)
{
// The default health bar uses a sliced sprite so let's make sure the health bar area is calculated accordingly
healthBarWidth += (int)(uiSprite.NonSliceSize.X * Math.Min(GUI.Scale, 1f));
}
}
int healthBarHeight = (int)(50f * GUI.Scale);
HealthBarArea = new Rectangle(BottomRightInfoArea.Right - healthBarWidth + (int)Math.Floor(1 / GUI.Scale), BottomRightInfoArea.Y - healthBarHeight + GUI.IntScale(10), healthBarWidth, healthBarHeight);
HealthBarAfflictionArea = new Rectangle(HealthBarArea.X, HealthBarArea.Y - Padding - afflictionAreaHeight, HealthBarArea.Width, afflictionAreaHeight);
int messageAreaWidth = GameMain.GraphicsWidth / 3;
MessageAreaTop = new Rectangle((GameMain.GraphicsWidth - messageAreaWidth) / 2, ButtonAreaTop.Bottom + ButtonAreaTop.Height, messageAreaWidth, ButtonAreaTop.Height);
int chatBoxWidth = (int)(475 * GUI.Scale * GUI.AspectRatioAdjustment);
int chatBoxHeight = (int)Math.Max(GameMain.GraphicsHeight * 0.25f, 150);
ChatBoxArea = new Rectangle(Padding, GameMain.GraphicsHeight - Padding - chatBoxHeight, chatBoxWidth, chatBoxHeight);
int objectiveAnchorWidth = (int)(250 * GUI.Scale);
int objectiveAnchorOffsetY = (int)(150 * GUI.Scale);
ObjectiveAnchor = new Rectangle(Padding, ChatBoxArea.Y - objectiveAnchorOffsetY, objectiveAnchorWidth, 0);
int crewAreaY = ButtonAreaTop.Bottom + Padding;
int crewAreaHeight = ObjectiveAnchor.Top - Padding - crewAreaY;
float crewAreaWidthMultiplier = GUI.IsUltrawide ? GUI.HorizontalAspectRatio : 1.0f;
CrewArea = new Rectangle(Padding, crewAreaY, (int)(Math.Max(400 * GUI.Scale, 220) * crewAreaWidthMultiplier), crewAreaHeight);
InventoryAreaLower = new Rectangle(ChatBoxArea.Right + Padding * 7, inventoryTopY, GameMain.GraphicsWidth - Padding * 9 - ChatBoxArea.Width, GameMain.GraphicsHeight - inventoryTopY);
int healthWindowWidth = (int)(GameMain.GraphicsWidth * 0.5f);
int healthWindowHeight = (int)(GameMain.GraphicsWidth * 0.5f * 0.65f);
int healthWindowX = GameMain.GraphicsWidth / 2 - healthWindowWidth / 2;
int healthWindowY = GameMain.GraphicsHeight / 2 - healthWindowHeight / 2;
HealthWindowAreaLeft = new Rectangle(healthWindowX, healthWindowY, healthWindowWidth, healthWindowHeight);
int objectiveListAreaX = HealthWindowAreaLeft.Right + Padding;
int objectiveListAreaY = ButtonAreaTop.Bottom + Padding;
TutorialObjectiveListArea = new Rectangle(objectiveListAreaX, objectiveListAreaY, (GameMain.GraphicsWidth - Padding) - objectiveListAreaX, (HealthBarAfflictionArea.Top - Padding) - objectiveListAreaY);
int votingAreaWidth = (int)(400 * GUI.Scale);
int votingAreaX = GameMain.GraphicsWidth - Padding - votingAreaWidth;
int votingAreaY = Padding + ButtonAreaTop.Height;
// Height is based on text content
VotingArea = new Rectangle(votingAreaX, votingAreaY, votingAreaWidth, 0);
ItemHUDArea = new Rectangle(0, ButtonAreaTop.Bottom, GameMain.GraphicsWidth, GameMain.GraphicsHeight - ButtonAreaTop.Bottom - InventoryAreaLower.Height);
}
public static void Draw(SpriteBatch spriteBatch)
{
DrawRectangle(nameof(ButtonAreaTop), ButtonAreaTop, Color.White * 0.5f);
DrawRectangle(nameof(TutorialObjectiveListArea), TutorialObjectiveListArea, GUIStyle.Blue * 0.5f);
DrawRectangle(nameof(MessageAreaTop), MessageAreaTop, GUIStyle.Orange * 0.5f);
DrawRectangle(nameof(CrewArea), CrewArea, Color.Blue * 0.5f);
DrawRectangle(nameof(ChatBoxArea), ChatBoxArea, Color.Cyan * 0.5f);
DrawRectangle(nameof(HealthBarArea), HealthBarArea, Color.Red * 0.5f);
DrawRectangle(nameof(HealthBarAfflictionArea), HealthBarAfflictionArea, Color.Red * 0.5f);
DrawRectangle(nameof(InventoryAreaLower), InventoryAreaLower, Color.Yellow * 0.5f);
DrawRectangle(nameof(HealthWindowAreaLeft), HealthWindowAreaLeft, Color.Red * 0.5f);
DrawRectangle(nameof(BottomRightInfoArea), BottomRightInfoArea, Color.Green * 0.5f);
DrawRectangle(nameof(ItemHUDArea), ItemHUDArea, Color.Magenta * 0.3f);
void DrawRectangle(string label, Rectangle r, Color c)
{
if (!label.IsNullOrEmpty())
{
GUI.DrawString(spriteBatch, r.Location.ToVector2() + Vector2.One * 3, label, c, font: GUIStyle.SmallFont);
}
GUI.DrawRectangle(spriteBatch, r, c);
}
}
}
public static class HUD
{
public static bool CloseHUD(Rectangle rect)
{
// Always close when hitting escape
if (PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.Escape)) { return true; }
//don't close when the cursor is on a UI element
if (GUI.MouseOn != null) { return false; }
//don't close when hovering over an inventory element
if (Inventory.IsMouseOnInventory) { return false; }
bool input = PlayerInput.PrimaryMouseButtonDown() || PlayerInput.SecondaryMouseButtonClicked();
return input && !rect.Contains(PlayerInput.MousePosition);
}
}
}