Terraria 1.3.5.3 Source Code

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MikeyIsBaeYT 2021-10-27 18:03:19 -04:00
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UI/UserInterface.cs Normal file
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// Decompiled with JetBrains decompiler
// Type: Terraria.UI.UserInterface
// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using Terraria.GameInput;
namespace Terraria.UI
{
public class UserInterface
{
private const double DOUBLE_CLICK_TIME = 500.0;
private const double STATE_CHANGE_CLICK_DISABLE_TIME = 200.0;
private const int MAX_HISTORY_SIZE = 32;
private const int HISTORY_PRUNE_SIZE = 4;
public static UserInterface ActiveInstance = new UserInterface();
private List<UIState> _history = new List<UIState>();
public Vector2 MousePosition;
private bool _wasMouseDown;
private UIElement _lastElementHover;
private UIElement _lastElementDown;
private UIElement _lastElementClicked;
private double _lastMouseDownTime;
private double _clickDisabledTimeRemaining;
public bool IsVisible;
private UIState _currentState;
public void ResetLasts()
{
this._lastElementHover = (UIElement) null;
this._lastElementDown = (UIElement) null;
this._lastElementClicked = (UIElement) null;
}
public UIState CurrentState => this._currentState;
public UserInterface() => UserInterface.ActiveInstance = this;
public void Use()
{
if (UserInterface.ActiveInstance != this)
{
UserInterface.ActiveInstance = this;
this.Recalculate();
}
else
UserInterface.ActiveInstance = this;
}
private void ResetState()
{
this.MousePosition = new Vector2((float) Main.mouseX, (float) Main.mouseY);
this._wasMouseDown = Main.mouseLeft;
if (this._lastElementHover != null)
this._lastElementHover.MouseOut(new UIMouseEvent(this._lastElementHover, this.MousePosition));
this._lastElementHover = (UIElement) null;
this._lastElementDown = (UIElement) null;
this._lastElementClicked = (UIElement) null;
this._lastMouseDownTime = 0.0;
this._clickDisabledTimeRemaining = Math.Max(this._clickDisabledTimeRemaining, 200.0);
}
public void Update(GameTime time)
{
if (this._currentState == null)
return;
this.MousePosition = new Vector2((float) Main.mouseX, (float) Main.mouseY);
bool flag1 = Main.mouseLeft && Main.hasFocus;
UIElement target = Main.hasFocus ? this._currentState.GetElementAt(this.MousePosition) : (UIElement) null;
this._clickDisabledTimeRemaining = Math.Max(0.0, this._clickDisabledTimeRemaining - time.ElapsedGameTime.TotalMilliseconds);
bool flag2 = this._clickDisabledTimeRemaining > 0.0;
if (target != this._lastElementHover)
{
if (this._lastElementHover != null)
this._lastElementHover.MouseOut(new UIMouseEvent(this._lastElementHover, this.MousePosition));
target?.MouseOver(new UIMouseEvent(target, this.MousePosition));
this._lastElementHover = target;
}
if (flag1 && !this._wasMouseDown && target != null && !flag2)
{
this._lastElementDown = target;
target.MouseDown(new UIMouseEvent(target, this.MousePosition));
if (this._lastElementClicked == target && time.TotalGameTime.TotalMilliseconds - this._lastMouseDownTime < 500.0)
{
target.DoubleClick(new UIMouseEvent(target, this.MousePosition));
this._lastElementClicked = (UIElement) null;
}
this._lastMouseDownTime = time.TotalGameTime.TotalMilliseconds;
}
else if (!flag1 && this._wasMouseDown && this._lastElementDown != null && !flag2)
{
UIElement lastElementDown = this._lastElementDown;
if (lastElementDown.ContainsPoint(this.MousePosition))
{
lastElementDown.Click(new UIMouseEvent(lastElementDown, this.MousePosition));
this._lastElementClicked = this._lastElementDown;
}
lastElementDown.MouseUp(new UIMouseEvent(lastElementDown, this.MousePosition));
this._lastElementDown = (UIElement) null;
}
if (PlayerInput.ScrollWheelDeltaForUI != 0)
{
target?.ScrollWheel(new UIScrollWheelEvent(target, this.MousePosition, PlayerInput.ScrollWheelDeltaForUI));
PlayerInput.ScrollWheelDeltaForUI = 0;
}
this._wasMouseDown = flag1;
if (this._currentState == null)
return;
this._currentState.Update(time);
}
public void Draw(SpriteBatch spriteBatch, GameTime time)
{
this.Use();
if (this._currentState == null)
return;
this._currentState.Draw(spriteBatch);
}
public void SetState(UIState state)
{
if (state != null)
this.AddToHistory(state);
if (this._currentState != null)
this._currentState.Deactivate();
this._currentState = state;
this.ResetState();
if (state == null)
return;
state.Activate();
state.Recalculate();
}
public void GoBack()
{
if (this._history.Count < 2)
return;
UIState state = this._history[this._history.Count - 2];
this._history.RemoveRange(this._history.Count - 2, 2);
this.SetState(state);
}
private void AddToHistory(UIState state)
{
this._history.Add(state);
if (this._history.Count <= 32)
return;
this._history.RemoveRange(0, 4);
}
public void Recalculate()
{
if (this._currentState == null)
return;
this._currentState.Recalculate();
}
public CalculatedStyle GetDimensions() => new CalculatedStyle(0.0f, 0.0f, (float) Main.screenWidth, (float) Main.screenHeight);
internal void RefreshState()
{
if (this._currentState != null)
this._currentState.Deactivate();
this.ResetState();
this._currentState.Activate();
this._currentState.Recalculate();
}
public bool IsElementUnderMouse() => this.IsVisible && this._lastElementHover != null && !(this._lastElementHover is UIState);
}
}