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synced 2025-09-18 12:05:14 -04:00
Fix underline on default.png backend (Thanks FabTheZen), reduce padding in chat.
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@ -144,7 +144,8 @@ namespace ClassicalSharp {
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void DrawUnderline( FastBitmap dst, int x, int yOffset, ref DrawTextArgs args, bool shadowCol ) {
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void DrawUnderline( FastBitmap dst, int x, int yOffset, ref DrawTextArgs args, bool shadowCol ) {
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int point = Utils.Floor( args.Font.Size );
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int point = Utils.Floor( args.Font.Size );
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int height = PtToPx( point, boxSize );
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int padding = CellSize( point ) - AdjTextSize( point );
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int height = AdjTextSize( point ) + Utils.CeilDiv(padding, 2);
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int offset = ShadowOffset( args.Font.Size );
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int offset = ShadowOffset( args.Font.Size );
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int col = FastColour.White.ToArgb();
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int col = FastColour.White.ToArgb();
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@ -84,7 +84,7 @@ namespace ClassicalSharp.Gui {
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}
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}
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public override void Init() {
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public override void Init() {
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playerFont = new Font( game.FontName, 12 );
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playerFont = new Font( game.FontName, 14 );
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chat = new ChatScreen( game );
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chat = new ChatScreen( game );
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chat.Init();
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chat.Init();
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hotbar = new BlockHotbarWidget( game );
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hotbar = new BlockHotbarWidget( game );
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@ -16,15 +16,18 @@ namespace ClassicalSharp {
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public Rectangle Bounds { get { return new Rectangle( X1, Y1, Width, Height ); } }
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public Rectangle Bounds { get { return new Rectangle( X1, Y1, Width, Height ); } }
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public Texture( int id, int x, int y, int width, int height, float u2, float v2 )
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public Texture( int id, int x, int y, int width, int height,
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float u2, float v2 )
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: this( id, x, y, width, height, 0, u2, 0, v2 ) {
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: this( id, x, y, width, height, 0, u2, 0, v2 ) {
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}
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}
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public Texture( int id, int x, int y, int width, int height, TextureRec rec )
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public Texture( int id, int x, int y, int width, int height,
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TextureRec rec )
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: this( id, x, y, width, height, rec.U1, rec.U2, rec.V1, rec.V2 ) {
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: this( id, x, y, width, height, rec.U1, rec.U2, rec.V1, rec.V2 ) {
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}
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}
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public Texture( int id, int x, int y, int width, int height, float u1, float u2, float v1, float v2 ) {
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public Texture( int id, int x, int y, int width, int height,
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float u1, float u2, float v1, float v2 ) {
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ID = id;
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ID = id;
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X1 = x; Y1 = y;
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X1 = x; Y1 = y;
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Width = width; Height = height;
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Width = width; Height = height;
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@ -16,6 +16,8 @@ namespace ClassicalSharp.Gui {
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if( !String.IsNullOrEmpty( text ) ) {
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if( !String.IsNullOrEmpty( text ) ) {
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Texture tex = NextToken( text, 0, ref prevFlags ) == -1 ? DrawSimple( ref args ) :
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Texture tex = NextToken( text, 0, ref prevFlags ) == -1 ? DrawSimple( ref args ) :
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DrawAdvanced( ref args, index, text );
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DrawAdvanced( ref args, index, text );
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ReducePadding( ref tex, Utils.Floor( args.Font.Size ) );
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tex.X1 = CalcOffset( game.Width, tex.Width, XOffset, HorizontalAnchor );
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tex.X1 = CalcOffset( game.Width, tex.Width, XOffset, HorizontalAnchor );
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tex.Y1 = CalcY( index, tex.Height );
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tex.Y1 = CalcY( index, tex.Height );
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Textures[index] = tex;
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Textures[index] = tex;
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@ -29,6 +31,15 @@ namespace ClassicalSharp.Gui {
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UpdateDimensions();
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UpdateDimensions();
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}
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}
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void ReducePadding( ref Texture tex, int point ) {
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int padding = tex.Height - Utils.Floor( font.Size );
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padding /= 4;
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float vAdj = (float)padding / Utils.NextPowerOf2( tex.Height );
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tex.V1 += vAdj; tex.V2 -= vAdj;
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tex.Height -= padding * 2;
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}
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Texture DrawSimple( ref DrawTextArgs args ) {
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Texture DrawSimple( ref DrawTextArgs args ) {
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return game.Drawer2D.MakeChatTextTexture( ref args, 0, 0 );
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return game.Drawer2D.MakeChatTextTexture( ref args, 0, 0 );
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}
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}
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@ -35,11 +35,10 @@ namespace ClassicalSharp.Gui {
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api.Texturing = true;
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api.Texturing = true;
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for( int i = 0; i < namesCount; i++ ) {
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for( int i = 0; i < namesCount; i++ ) {
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Texture texture = textures[i];
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Texture texture = textures[i];
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if( texture.IsValid ) {
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if( texture.IsValid )
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texture.Render( api );
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texture.Render( api );
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}
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}
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}
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}
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}
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public override void Dispose() {
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public override void Dispose() {
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for( int i = 0; i < namesCount; i++ ) {
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for( int i = 0; i < namesCount; i++ ) {
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