Files
LuaCsForBarotraumaEP/Subsurface/Source/GUI/GUI.cs

455 lines
16 KiB
C#

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