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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-15 10:35:11 -04:00
Group name should have back layer shadow
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commit
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@ -1,6 +1,6 @@
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Microsoft Visual Studio Solution File, Format Version 9.00
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# Visual Studio 2005
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Microsoft Visual Studio Solution File, Format Version 11.00
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# Visual Studio 2010
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# SharpDevelop 4.4
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ClassicalSharp", "ClassicalSharp\ClassicalSharp.csproj", "{BEB1C785-5CAD-48FF-A886-876BF0A318D4}"
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EndProject
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@ -35,7 +35,7 @@ namespace ClassicalSharp.Gui.Widgets {
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TabListEntry[] entries = TabList.Entries;
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for (int id = 0; id < entries.Length; id++) {
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TabListEntry e = entries[id];
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if (e != null) AddPlayerInfo((byte)id, -1);
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if (e != null) AddName((byte)id, -1);
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}
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SortAndReposition();
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@ -171,9 +171,9 @@ namespace ClassicalSharp.Gui.Widgets {
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}
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void AddPlayerInfo(byte id, int index) {
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void AddName(byte id, int index) {
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string name = TabList.Entries[id].ListName;
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Texture tex = DrawName(name);
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Texture tex = DrawName(name, false);
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// insert at end of list
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if (index == -1) { index = namesCount; namesCount++; }
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@ -182,7 +182,7 @@ namespace ClassicalSharp.Gui.Widgets {
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}
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void TabEntryAdded(object sender, IdEventArgs e) {
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AddPlayerInfo(e.Id, -1);
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AddName(e.Id, -1);
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SortAndReposition();
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}
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@ -192,7 +192,7 @@ namespace ClassicalSharp.Gui.Widgets {
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Texture tex = textures[i];
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gfx.DeleteTexture(ref tex);
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AddPlayerInfo(e.Id, i);
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AddName(e.Id, i);
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SortAndReposition();
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return;
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}
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@ -230,10 +230,10 @@ namespace ClassicalSharp.Gui.Widgets {
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Reposition();
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}
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Texture DrawName(string name) {
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Texture DrawName(string name, bool shadow) {
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if (game.PureClassic) name = Utils.StripColours(name);
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DrawTextArgs args = new DrawTextArgs(name, font, false);
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DrawTextArgs args = new DrawTextArgs(name, font, shadow);
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Texture tex = game.Drawer2D.MakeTextTexture(ref args, 0, 0);
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game.Drawer2D.ReducePadding(ref tex, Utils.Floor(font.Size), 3);
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return tex;
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@ -295,7 +295,7 @@ namespace ClassicalSharp.Gui.Widgets {
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IDs[index] = (short)-id;
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string group = TabList.Entries[id].Group;
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textures[index] = DrawName(group);
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textures[index] = DrawName(group, true);
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index++;
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namesCount++;
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