Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/GUI/GUIPrefab.cs
Markus Isberg 9d2f160314 Build 0.20.10.0
2022-12-05 19:48:59 +02:00

428 lines
16 KiB
C#

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;
using Barotrauma.Extensions;
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<T> where T : GUIPrefab
{
public readonly PrefabSelector<T> Prefabs = new PrefabSelector<T>();
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 ImmutableDictionary<TextManager.SpeciallyHandledCharCategory, ScalableFont> specialHandlingFonts;
public ScalableFont GetFontForCategory(TextManager.SpeciallyHandledCharCategory category)
{
if (Language != GameSettings.CurrentConfig.Language) { LoadFont(); }
if (font.SpeciallyHandledCharCategory.HasFlag(category)) { return font; }
return specialHandlingFonts.TryGetValue(category, out var resultFont)
? resultFont
: specialHandlingFonts.TryGetValue(TextManager.SpeciallyHandledCharCategory.CJK, out resultFont)
? resultFont
: font;
}
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);
var shcc = GetShcc(element);
font?.Dispose();
specialHandlingFonts?.Values.ForEach(f => f.Dispose());
font = new ScalableFont(
fontPath,
size,
GameMain.Instance.GraphicsDevice,
dynamicLoading,
shcc)
{
ForceUpperCase = element.GetAttributeBool("forceuppercase", false)
};
var fallbackFonts = new Dictionary<TextManager.SpeciallyHandledCharCategory, ScalableFont>();
foreach (var flag in TextManager.SpeciallyHandledCharCategories)
{
if (shcc.HasFlag(flag)) { continue; }
var extractedFont = ExtractFont(flag, element);
if (extractedFont is null) { continue; }
fallbackFonts.Add(flag, extractedFont);
}
fallbackFonts.Values.ForEach(ff => ff.ForceUpperCase = font.ForceUpperCase);
specialHandlingFonts = fallbackFonts.ToImmutableDictionary();
Language = GameSettings.CurrentConfig.Language;
}
public override void Dispose()
{
font?.Dispose();
font = null;
specialHandlingFonts?.Values.ForEach(f => f.Dispose());
specialHandlingFonts = null;
}
private ScalableFont ExtractFont(TextManager.SpeciallyHandledCharCategory flag, ContentXElement element)
{
foreach (var subElement in element.Elements().Reverse())
{
if (subElement.NameAsIdentifier() != "override") { continue; }
if (ScalableFont.ExtractShccFromXElement(subElement).HasFlag(flag))
{
return new ScalableFont(subElement, GameMain.Instance.GraphicsDevice);
}
}
ScalableFont hardcodedFallback(string path)
=> new ScalableFont(
path,
font.Size,
GameMain.Instance.GraphicsDevice,
dynamicLoading: true,
speciallyHandledCharCategory: flag);
return flag switch
{
TextManager.SpeciallyHandledCharCategory.CJK
=> hardcodedFallback("Content/Fonts/NotoSans/NotoSansCJKsc-Bold.otf"),
TextManager.SpeciallyHandledCharCategory.Cyrillic
=> hardcodedFallback("Content/Fonts/Oswald-Bold.ttf"),
_ => null
};
}
private string GetFontFilePath(ContentXElement element)
{
foreach (var subElement in element.Elements())
{
if (IsValidOverride(subElement))
{
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 (IsValidOverride(subElement))
{
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 (IsValidOverride(subElement))
{
return subElement.GetAttributeBool("dynamicloading", false);
}
}
return element.GetAttributeBool("dynamicloading", false);
}
private TextManager.SpeciallyHandledCharCategory GetShcc(XElement element)
{
foreach (var subElement in element.Elements())
{
if (IsValidOverride(subElement))
{
return ScalableFont.ExtractShccFromXElement(subElement);
}
}
return ScalableFont.ExtractShccFromXElement(element);
}
private bool IsValidOverride(XElement element)
{
if (!element.IsOverride()) { return false; }
var languages = element.GetAttributeIdentifierArray("language", Array.Empty<Identifier>());
return languages.Any(l => l.ToLanguageIdentifier() == GameSettings.CurrentConfig.Language);
}
}
public class GUIFont : GUISelector<GUIFontPrefab>
{
public GUIFont(string identifier) : base(identifier) { }
public bool HasValue => !Prefabs.IsEmpty;
public ScalableFont Value => Prefabs.ActivePrefab.Font;
public static implicit operator ScalableFont(GUIFont reference) => reference.Value;
public bool ForceUpperCase => Prefabs.ActivePrefab?.Font is { ForceUpperCase: true };
public uint Size => HasValue ? Value.Size : 0;
private ScalableFont GetFontForStr(LocalizedString str) => GetFontForStr(str.Value);
public ScalableFont GetFontForStr(string str) =>
Prefabs.ActivePrefab.GetFontForCategory(TextManager.GetSpeciallyHandledCategories(str));
public void DrawString(SpriteBatch sb, LocalizedString text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects spriteEffects, float layerDepth)
{
DrawString(sb, text.Value, position, color, rotation, origin, scale, spriteEffects, layerDepth);
}
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects spriteEffects, float layerDepth)
{
GetFontForStr(text).DrawString(sb, text, position, color, rotation, origin, scale, spriteEffects, layerDepth);
}
public void DrawString(SpriteBatch sb, LocalizedString text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects spriteEffects, float layerDepth, Alignment alignment = Alignment.TopLeft)
{
DrawString(sb, text.Value, position, color, rotation, origin, scale, spriteEffects, layerDepth, alignment);
}
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects spriteEffects, float layerDepth, Alignment alignment = Alignment.TopLeft, ForceUpperCase forceUpperCase = Barotrauma.ForceUpperCase.Inherit)
{
GetFontForStr(text).DrawString(sb, text, position, color, rotation, origin, scale, spriteEffects, 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 spriteEffects, float layerDepth, in ImmutableArray<RichTextData>? richTextData, int rtdOffset = 0, Alignment alignment = Alignment.TopLeft, ForceUpperCase forceUpperCase = Barotrauma.ForceUpperCase.Inherit)
{
GetFontForStr(text).DrawStringWithColors(sb, text, position, color, rotation, origin, scale, spriteEffects, 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<GUIColorPrefab>
{
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<GUISpritePrefab>
{
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<GUISpriteSheetPrefab>
{
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<GUICursorPrefab>
{
public GUICursor(string identifier) : base(identifier) { }
public Sprite this[CursorState k] => Prefabs.ActivePrefab.Sprites[(int)k];
}
}