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