Terraria 1.3.5.3 Source Code
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176
UI/UserInterface.cs
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176
UI/UserInterface.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.UI.UserInterface
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// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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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.Generic;
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using Terraria.GameInput;
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namespace Terraria.UI
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{
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public class UserInterface
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{
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private const double DOUBLE_CLICK_TIME = 500.0;
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private const double STATE_CHANGE_CLICK_DISABLE_TIME = 200.0;
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private const int MAX_HISTORY_SIZE = 32;
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private const int HISTORY_PRUNE_SIZE = 4;
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public static UserInterface ActiveInstance = new UserInterface();
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private List<UIState> _history = new List<UIState>();
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public Vector2 MousePosition;
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private bool _wasMouseDown;
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private UIElement _lastElementHover;
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private UIElement _lastElementDown;
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private UIElement _lastElementClicked;
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private double _lastMouseDownTime;
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private double _clickDisabledTimeRemaining;
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public bool IsVisible;
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private UIState _currentState;
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public void ResetLasts()
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{
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this._lastElementHover = (UIElement) null;
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this._lastElementDown = (UIElement) null;
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this._lastElementClicked = (UIElement) null;
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}
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public UIState CurrentState => this._currentState;
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public UserInterface() => UserInterface.ActiveInstance = this;
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public void Use()
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{
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if (UserInterface.ActiveInstance != this)
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{
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UserInterface.ActiveInstance = this;
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this.Recalculate();
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}
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else
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UserInterface.ActiveInstance = this;
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}
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private void ResetState()
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{
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this.MousePosition = new Vector2((float) Main.mouseX, (float) Main.mouseY);
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this._wasMouseDown = Main.mouseLeft;
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if (this._lastElementHover != null)
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this._lastElementHover.MouseOut(new UIMouseEvent(this._lastElementHover, this.MousePosition));
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this._lastElementHover = (UIElement) null;
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this._lastElementDown = (UIElement) null;
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this._lastElementClicked = (UIElement) null;
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this._lastMouseDownTime = 0.0;
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this._clickDisabledTimeRemaining = Math.Max(this._clickDisabledTimeRemaining, 200.0);
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}
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public void Update(GameTime time)
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{
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if (this._currentState == null)
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return;
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this.MousePosition = new Vector2((float) Main.mouseX, (float) Main.mouseY);
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bool flag1 = Main.mouseLeft && Main.hasFocus;
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UIElement target = Main.hasFocus ? this._currentState.GetElementAt(this.MousePosition) : (UIElement) null;
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this._clickDisabledTimeRemaining = Math.Max(0.0, this._clickDisabledTimeRemaining - time.ElapsedGameTime.TotalMilliseconds);
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bool flag2 = this._clickDisabledTimeRemaining > 0.0;
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if (target != this._lastElementHover)
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{
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if (this._lastElementHover != null)
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this._lastElementHover.MouseOut(new UIMouseEvent(this._lastElementHover, this.MousePosition));
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target?.MouseOver(new UIMouseEvent(target, this.MousePosition));
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this._lastElementHover = target;
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}
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if (flag1 && !this._wasMouseDown && target != null && !flag2)
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{
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this._lastElementDown = target;
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target.MouseDown(new UIMouseEvent(target, this.MousePosition));
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if (this._lastElementClicked == target && time.TotalGameTime.TotalMilliseconds - this._lastMouseDownTime < 500.0)
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{
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target.DoubleClick(new UIMouseEvent(target, this.MousePosition));
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this._lastElementClicked = (UIElement) null;
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}
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this._lastMouseDownTime = time.TotalGameTime.TotalMilliseconds;
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}
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else if (!flag1 && this._wasMouseDown && this._lastElementDown != null && !flag2)
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{
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UIElement lastElementDown = this._lastElementDown;
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if (lastElementDown.ContainsPoint(this.MousePosition))
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{
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lastElementDown.Click(new UIMouseEvent(lastElementDown, this.MousePosition));
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this._lastElementClicked = this._lastElementDown;
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}
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lastElementDown.MouseUp(new UIMouseEvent(lastElementDown, this.MousePosition));
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this._lastElementDown = (UIElement) null;
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}
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if (PlayerInput.ScrollWheelDeltaForUI != 0)
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{
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target?.ScrollWheel(new UIScrollWheelEvent(target, this.MousePosition, PlayerInput.ScrollWheelDeltaForUI));
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PlayerInput.ScrollWheelDeltaForUI = 0;
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}
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this._wasMouseDown = flag1;
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if (this._currentState == null)
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return;
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this._currentState.Update(time);
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}
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public void Draw(SpriteBatch spriteBatch, GameTime time)
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{
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this.Use();
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if (this._currentState == null)
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return;
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this._currentState.Draw(spriteBatch);
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}
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public void SetState(UIState state)
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{
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if (state != null)
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this.AddToHistory(state);
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if (this._currentState != null)
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this._currentState.Deactivate();
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this._currentState = state;
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this.ResetState();
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if (state == null)
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return;
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state.Activate();
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state.Recalculate();
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}
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public void GoBack()
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{
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if (this._history.Count < 2)
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return;
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UIState state = this._history[this._history.Count - 2];
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this._history.RemoveRange(this._history.Count - 2, 2);
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this.SetState(state);
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}
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private void AddToHistory(UIState state)
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{
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this._history.Add(state);
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if (this._history.Count <= 32)
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return;
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this._history.RemoveRange(0, 4);
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}
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public void Recalculate()
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{
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if (this._currentState == null)
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return;
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this._currentState.Recalculate();
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}
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public CalculatedStyle GetDimensions() => new CalculatedStyle(0.0f, 0.0f, (float) Main.screenWidth, (float) Main.screenHeight);
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internal void RefreshState()
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{
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if (this._currentState != null)
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this._currentState.Deactivate();
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this.ResetState();
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this._currentState.Activate();
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this._currentState.Recalculate();
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}
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public bool IsElementUnderMouse() => this.IsVisible && this._lastElementHover != null && !(this._lastElementHover is UIState);
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}
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}
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