private void DrawLanguageSelectionPrompt(SpriteBatch spriteBatch, GraphicsDevice graphicsDevice) { if (languageSelectionFont == null) { languageSelectionFont = new ScalableFont("Content/Fonts/NotoSans/NotoSans-Bold.ttf", (uint)(30 * (GameMain.GraphicsHeight / 1080.0f)), graphicsDevice); } if (languageSelectionFontCJK == null) { languageSelectionFontCJK = new ScalableFont("Content/Fonts/NotoSans/NotoSansCJKsc-Bold.otf", (uint)(30 * (GameMain.GraphicsHeight / 1080.0f)), graphicsDevice, dynamicLoading: true); } if (languageSelectionCursor == null) { languageSelectionCursor = new Sprite("Content/UI/cursor.png", Vector2.Zero); } Vector2 textPos = new Vector2(GameMain.GraphicsWidth / 2, GameMain.GraphicsHeight * 0.3f); Vector2 textSpacing = new Vector2(0.0f, (GameMain.GraphicsHeight * 0.5f) / TextManager.AvailableLanguages.Count()); foreach (string language in TextManager.AvailableLanguages) { string localizedLanguageName = TextManager.GetTranslatedLanguageName(language); var font = TextManager.IsCJK(localizedLanguageName) ? languageSelectionFontCJK : languageSelectionFont; Vector2 textSize = font.MeasureString(localizedLanguageName); bool hover = Math.Abs(PlayerInput.MousePosition.X - textPos.X) < textSize.X / 2 && Math.Abs(PlayerInput.MousePosition.Y - textPos.Y) < textSpacing.Y / 2; font.DrawString(spriteBatch, localizedLanguageName, textPos - textSize / 2, hover ? Color.White : Color.White * 0.6f); if (hover && PlayerInput.PrimaryMouseButtonClicked()) { GameMain.Config.Language = language; //reload tip in the selected language selectedTip = TextManager.Get("LoadingScreenTip", true); GameMain.Config.SetDefaultBindings(legacy: false); GameMain.Config.CheckBindings(useDefaults: true); WaitForLanguageSelection = false; languageSelectionFont?.Dispose(); languageSelectionFont = null; languageSelectionFontCJK?.Dispose(); languageSelectionFontCJK = null; break; } textPos += textSpacing; } languageSelectionCursor.Draw(spriteBatch, PlayerInput.LatestMousePosition, scale: 0.5f); }
/// <summary> /// Returns the default font of the currently selected language /// </summary> public ScalableFont LoadCurrentDefaultFont() { defaultFont?.Dispose(); defaultFont = null; foreach (XElement subElement in configElement.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "font": defaultFont = LoadFont(subElement, graphicsDevice); break; } } return(defaultFont); }