Main Menu & Option Menu fixes and improvements

PressStartScreen:
* Fix for GameJolt Profile not loading automatically
* Hopefully fixed GameJolt Profile's description box having the wrong color sometimes
* Hopefully fixed GameJolt Profile gender buttons having the wrong position.
* Made the description box in the GameMode selection menu expand vertically but not horizontally

NewOptionScreen:
* Removed the broken automatic position and scale adjustments at lower resolutions
This commit is contained in:
JappaWakka 2021-10-15 22:10:37 +02:00
parent 904f2007a8
commit 72fed3aa22
2 changed files with 44 additions and 42 deletions

View File

@ -223,7 +223,7 @@ Public Class PressStartScreen
CInt(windowSize.Height - textSize.Y - 50)), _textColor)
If ControllerHandler.IsConnected() Then
SpriteBatch.Draw(TextureManager.GetTexture("GUI\GamePad\xboxControllerButtonA"), New Rectangle(CInt(windowSize.Width / 2 - textSize.X / 2 + FontManager.InGameFont.MeasureString("Press" & " ").X + 2), CInt(ScreenSize.Height - textSize.Y - 58), 40, 40), Color.White)
SpriteBatch.Draw(TextureManager.GetTexture("GUI\GamePad\xboxControllerButtonA"), New Rectangle(CInt(windowSize.Width / 2 - textSize.X / 2 + FontManager.InGameFont.MeasureString("Press" & " ").X + 2), CInt(windowSize.Height - textSize.Y - 58), 40, 40), Color.White)
End If
End If
End If
@ -252,8 +252,7 @@ Public Class NewMainMenuScreen
Private _screenOffset As Vector2 = New Vector2(0, 0) 'Position of the top row relative to the _screenOrigin
Private _screenOffsetTarget As Vector2 = New Vector2(0, 0) 'Target where the top needs to move to
Private _screenOrigin As Vector2 = New Vector2(CSng(ScreenSize.Width / 2 - 80 - 180), CSng(ScreenSize.Height / 2 - 80)) 'Center of the game window. It's adjusted when resizing the window.
Private _screenOrigin As Vector2 = New Vector2(CSng(windowSize.Width / 2 - 80 - 180), CInt(windowSize.Height / 4)) 'Center of the game window. It's adjusted when resizing the window.
Private _mainOffset As Vector2 = _screenOffset
Private _optionsOffset As Vector2 = New Vector2(0, 0) 'Position of the options row relative to the _screenOrigin
@ -516,7 +515,7 @@ Public Class NewMainMenuScreen
_GameJoltButtonIndex = 0
End If
' Try to load the GameJolt profile once the player has logged in.
_MainProfiles(0).LoadGameJolt()
_MainProfiles(1).LoadGameJolt()
End If
If _menuIndex = 0 Then
If _MainProfiles(_selectedProfile).Loaded = False Then
@ -629,7 +628,8 @@ Public Class NewMainMenuScreen
End Sub
Private Sub UpdateScreenOffset()
_screenOrigin = New Vector2(CSng((windowSize.Width / 2 - 80 - 180) * SpriteBatch.InterfaceScale), CSng((windowSize.Height / 2 - 80)))
_screenOrigin = New Vector2(CInt((windowSize.Width / 2 - 80 - 180)), CInt(windowSize.Height / 4))
If _screenOffset.X > _screenOffsetTarget.X Then
_screenOffset.X = MathHelper.Lerp(_screenOffsetTarget.X, _screenOffset.X, 0.93F)
If _screenOffset.X - 0.01F <= _screenOffsetTarget.X Then
@ -707,7 +707,7 @@ Public Class NewMainMenuScreen
If IsCurrentScreen() Then
If _loading Then
Dim textSize As Vector2 = FontManager.InGameFont.MeasureString("Please wait..")
GetFontRenderer().DrawString(FontManager.InGameFont, "Please wait" & LoadingDots.Dots, New Vector2(ScreenSize.Width / 2.0F - textSize.X / 2.0F, ScreenSize.Height / 2.0F - textSize.Y / 2.0F + 100), Color.White)
GetFontRenderer().DrawString(FontManager.InGameFont, "Please wait" & LoadingDots.Dots, New Vector2(windowSize.Width / 2.0F - textSize.X / 2.0F, windowSize.Height / 2.0F - textSize.Y / 2.0F + 100), Color.White)
Else
Select Case _menuIndex
Case 1, 3
@ -765,7 +765,7 @@ Public Class NewMainMenuScreen
_MainProfiles(x).Draw(New Vector2(CInt(xOffset), CInt(_screenOrigin.Y + _screenOffset.Y)), CInt(_fadeInMain * 255), (xmain), _menuTexture)
If _MainProfiles(x).IsGameJolt AndAlso _MainProfiles(x).Loaded AndAlso (xmain) Then
DrawGameJoltButtons(New Vector2(CInt(xOffset), CInt(_screenOffset.Y)))
DrawGameJoltButtons(New Vector2(CInt(xOffset), CInt(_screenOrigin.Y + _screenOffset.Y)))
End If
Next
@ -776,7 +776,7 @@ Public Class NewMainMenuScreen
Else
SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(32, 16, 32, 16), Color.White)
End If
Dim displayRect = New Rectangle(CInt((_screenOrigin.X + _sliderPosition - 300).Clamp(20, ScreenSize.Width - 620)), CInt(_screenOrigin.Y + 170 + 16), 600, CInt(240 * _expandDisplay))
Dim displayRect = New Rectangle(CInt((_screenOrigin.X + _sliderPosition - 300).Clamp(20, windowSize.Width - 620)), CInt(_screenOrigin.Y + 170 + 16), 600, CInt(240 * _expandDisplay))
' Draw display.
If _expandDisplay > 0F Then
@ -785,12 +785,12 @@ Public Class NewMainMenuScreen
End If
' Dark theme.
If (_selectedProfile = 1 Or _selectedProfile = 2) And _sliderPosition <= GetSliderTarget(1) Then
If _sliderPosition <= GetSliderTarget(1) Then
Dim maxDistance As Integer = 180
Dim distance As Integer = CInt(Math.Abs(_sliderTarget - _sliderPosition))
Dim dist As Double = distance / maxDistance
If _selectedProfile = 1 Then
If _MainProfiles(_selectedProfile).IsGameJolt Then
dist = 1 - dist
End If
@ -1410,7 +1410,7 @@ Public Class GameModeSelectionScreen
Private tempGameModesDisplay As String = ""
Private GameModeSplash As Texture2D = Nothing
Private Const WIDTH = 400
Private Const WIDTH = 320
Private Const HEIGHT = 64
Private Const GAP = 32
@ -1432,7 +1432,7 @@ Public Class GameModeSelectionScreen
PreScreen.Draw()
If GameModeSplash IsNot Nothing Then
SpriteBatch.DrawInterface(GameModeSplash, ScreenSize, Color.White)
SpriteBatch.Draw(GameModeSplash, windowSize, Color.White)
End If
Dim text = "Select a GameMode" + Environment.NewLine + "to start the new game with."
@ -1441,9 +1441,9 @@ Public Class GameModeSelectionScreen
Dim _menuTexture As Texture2D = TextureManager.GetTexture("GUI\Menus\MainMenu")
'Draw buttons
Dim center = CInt(ScreenSize.Width / 2 + 320)
Dim center = CInt(windowSize.Width / 2 + 320)
For i = 0 To _gameModes.Length - 1
Dim ButtonY = CInt(i * (HEIGHT + GAP) + _offset + ScreenSize.Height / 2 - HEIGHT / 2)
Dim ButtonY = CInt(i * (HEIGHT + GAP) + _offset + windowSize.Height / 2 - HEIGHT / 2)
Dim halfWidth = CInt(WIDTH / 2)
Dim ButtonColor = New Rectangle(0, 0, 16, 16)
Dim ButtonAccent = Screens.UI.ColorProvider.AccentColor(False, CInt(255))
@ -1452,6 +1452,8 @@ Public Class GameModeSelectionScreen
ButtonAccent = New Color(84, 198, 216)
End If
Dim displayText = _gameModes(i).Name.CropStringToWidth(FontManager.InGameFont, WIDTH - 32)
For x = 0 To CInt(WIDTH / 16)
For y = 0 To CInt(HEIGHT / 16)
SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(x * 16 + (center - halfWidth)), CInt(y * 16 + ButtonY - 8), 16, 16), ButtonColor, Color.White)
@ -1459,7 +1461,6 @@ Public Class GameModeSelectionScreen
Next
Next
Dim displayText = _gameModes(i).Name
Dim textSize = FontManager.InGameFont.MeasureString(displayText)
GetFontRenderer().DrawString(FontManager.InGameFont, displayText, New Vector2(center - halfWidth + 50 + 2, CType(ButtonY + HEIGHT / 2 - (textSize.Y / 2) + 2, Integer)), Color.Black, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
@ -1483,19 +1484,20 @@ Public Class GameModeSelectionScreen
Localization.GetString("gamemode_menu_description") & ": " & dispDescription
End If
Dim displayRect = New Rectangle(CInt(ScreenSize.Width / 2 - FontManager.InGameFont.MeasureString(tempGameModesDisplay).X - 32), CInt(ScreenSize.Height / 2 - FontManager.InGameFont.MeasureString(tempGameModesDisplay).Y / 2 - 32), CInt(FontManager.InGameFont.MeasureString(tempGameModesDisplay).X + 64), CInt(FontManager.InGameFont.MeasureString(tempGameModesDisplay).Y + 64))
Dim ButtonWidth = CInt(displayRect.Width / 16)
Dim ButtonHeight = CInt(displayRect.Height / 16)
tempGameModesDisplay = tempGameModesDisplay.CropStringToWidth(FontManager.InGameFont, 400)
Dim displayRect = New Rectangle(CInt(windowSize.Width / 2 - 400 - 32), CInt(windowSize.Height / 2 - FontManager.InGameFont.MeasureString(tempGameModesDisplay).Y / 2 - 32), 480 + 32, CInt(FontManager.InGameFont.MeasureString(tempGameModesDisplay).Y + 64))
Dim displayWidth = CInt(displayRect.Width / 16)
Dim displayHeight = CInt(displayRect.Height / 16)
For x = 0 To ButtonWidth
For y = 0 To ButtonHeight
For x = 0 To displayWidth
For y = 0 To displayHeight
SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(x * 16 + displayRect.X), CInt(y * 16) + displayRect.Y - 8, 16, 16), New Rectangle(40, 48, 16, 16), Color.White)
Next
Next
Canvas.DrawRectangle(New Rectangle(displayRect.X, displayRect.Y - 8, displayRect.Width + 16, 3), New Color(84, 198, 216))
Canvas.DrawRectangle(New Rectangle(displayRect.X, displayRect.Y - 8, displayWidth * 16 + 16, 3), New Color(84, 198, 216))
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, tempGameModesDisplay, New Vector2(displayRect.X + 32 + 2, displayRect.Y + 32 + 2), Color.Black)
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, tempGameModesDisplay, New Vector2(displayRect.X + 32, displayRect.Y + 32), Color.White)
SpriteBatch.DrawString(FontManager.InGameFont, tempGameModesDisplay, New Vector2(displayRect.X + 32 + 2, displayRect.Y + 32 + 2), Color.Black)
SpriteBatch.DrawString(FontManager.InGameFont, tempGameModesDisplay, New Vector2(displayRect.X + 32, displayRect.Y + 32), Color.White)
'Draw Arrow
SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(displayRect.X + displayRect.Width + 16), CInt(displayRect.Y + (FontManager.InGameFont.MeasureString(tempGameModesDisplay).Y + 64) / 2 - 16), 16, 32), New Rectangle(64, 0, 16, 32), Color.White)

View File

@ -20,7 +20,7 @@
Dim GamePadEnabled As Boolean = True
Dim PreferMultiSampling As Boolean = True
Private _subMenu As Integer = 0
Private _screenSize As Size = New Size(CInt(ScreenSize.Width), CInt(ScreenSize.Height))
Private _screenSize As Size = New Size(CInt(windowSize.Width), CInt(windowSize.Height))
Private Property SelectPackNoiseDelay As Integer = 10
@ -163,10 +163,10 @@
c = New Color(77, 147, 198, CInt(255 * _interfaceFade * _pageFade))
End If
Canvas.DrawRectangle(New Rectangle(CInt(ScreenSize.Width / 2 - 258), CInt(Core.windowSize.Height / 2 - 128 + i * 50), 480, 48), c, True)
Canvas.DrawRectangle(New Rectangle(CInt(windowSize.Width / 2 - 258), CInt(Core.windowSize.Height / 2 - 128 + i * 50), 480, 48), c, False)
Next
Canvas.DrawScrollBar(New Vector2(CInt(ScreenSize.Width / 2 + 250), CInt(Core.windowSize.Height / 2 - 128)), Languages.Count, 4, languageMenuIndex(2), New Size(4, 200), False, New Color(77, 147, 198, CInt(255 * _interfaceFade * _pageFade)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)), True)
Canvas.DrawScrollBar(New Vector2(CInt(windowSize.Width / 2 + 250), CInt(Core.windowSize.Height / 2 - 128)), Languages.Count, 4, languageMenuIndex(2), New Size(4, 200), False, New Color(77, 147, 198, CInt(255 * _interfaceFade * _pageFade)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)), False)
Dim x As Integer = Languages.Count - 1
x = CInt(MathHelper.Clamp(x, 0, 3))
@ -175,10 +175,10 @@
Dim Name As String = LanguageNames(i + languageMenuIndex(2))
If i + languageMenuIndex(2) = languageMenuIndex(0) Then
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Name, New Vector2(CInt(ScreenSize.Width / 2 - 246), CInt(Core.windowSize.Height / 2 - 128 + 8 + 2 + i * 50)), New Color(0, 0, 0, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Name, New Vector2(CInt(ScreenSize.Width / 2 - 248), CInt(Core.windowSize.Height / 2 - 128 + 8 + i * 50)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawString(FontManager.InGameFont, Name, New Vector2(CInt(windowSize.Width / 2 - 246), CInt(Core.windowSize.Height / 2 - 128 + 8 + 2 + i * 50)), New Color(0, 0, 0, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawString(FontManager.InGameFont, Name, New Vector2(CInt(windowSize.Width / 2 - 248), CInt(Core.windowSize.Height / 2 - 128 + 8 + i * 50)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)))
Else
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Name, New Vector2(CInt(ScreenSize.Width / 2 - 248), CInt(Core.windowSize.Height / 2 - 128 + 8 + i * 50)), New Color(0, 0, 0, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawString(FontManager.InGameFont, Name, New Vector2(CInt(windowSize.Width / 2 - 248), CInt(Core.windowSize.Height / 2 - 128 + 8 + i * 50)), New Color(0, 0, 0, CInt(255 * _interfaceFade * _pageFade)))
End If
Next
@ -203,7 +203,7 @@
If GameInstance.IsMouseVisible = True Then
For i = 0 To 3
If ScaleScreenRec(New Rectangle(CInt(ScreenSize.Width / 2) - 258, CInt(Core.windowSize.Height / 2 - 128 + i * 50), 480, 48)).Contains(MouseHandler.MousePosition) = True Then
If New Rectangle(CInt(windowSize.Width / 2) - 258, CInt(Core.windowSize.Height / 2 - 128 + i * 50), 480, 48).Contains(MouseHandler.MousePosition) = True Then
If MouseHandler.ButtonPressed(MouseHandler.MouseButtons.LeftButton) = True Then
languageMenuIndex(0) = i + languageMenuIndex(2)
End If
@ -289,10 +289,10 @@
End If
End If
Canvas.DrawRectangle(New Rectangle(CInt(ScreenSize.Width / 2) - 328, CInt(Core.windowSize.Height / 2 - 128 + i * 50), 500, 48), c, True)
Canvas.DrawRectangle(New Rectangle(CInt(windowSize.Width / 2) - 328, CInt(Core.windowSize.Height / 2 - 128 + i * 50), 500, 48), c, True)
Next
Canvas.DrawScrollBar(New Vector2(CInt(ScreenSize.Width / 2) + 188, CInt(Core.windowSize.Height / 2 - 128)), PackNames.Count, 4, packsMenuIndex(2), New Size(4, 200), False, New Color(77, 147, 198, CInt(255 * _interfaceFade * _pageFade)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)), True)
Canvas.DrawScrollBar(New Vector2(CInt(windowSize.Width / 2) + 188, CInt(Core.windowSize.Height / 2 - 128)), PackNames.Count, 4, packsMenuIndex(2), New Size(4, 200), False, New Color(77, 147, 198, CInt(255 * _interfaceFade * _pageFade)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)), True)
Dim x As Integer = PackNames.Count - 1
x = CInt(MathHelper.Clamp(x, 0, 3))
@ -307,10 +307,10 @@
End If
If i + packsMenuIndex(2) = packsMenuIndex(0) Then
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Name, New Vector2(CInt(ScreenSize.Width / 2) - 318, CInt(Core.windowSize.Height / 2 - 120 + i * 50 + 2)), textColor)
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Name, New Vector2(CInt(ScreenSize.Width / 2) - 320, CInt(Core.windowSize.Height / 2 - 120 + i * 50)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawString(FontManager.InGameFont, Name, New Vector2(CInt(windowSize.Width / 2) - 318, CInt(Core.windowSize.Height / 2 - 120 + i * 50 + 2)), textColor)
SpriteBatch.DrawString(FontManager.InGameFont, Name, New Vector2(CInt(windowSize.Width / 2) - 320, CInt(Core.windowSize.Height / 2 - 120 + i * 50)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)))
Else
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Name, New Vector2(CInt(ScreenSize.Width / 2) - 320, CInt(Core.windowSize.Height / 2 - 120 + i * 50)), textColor)
SpriteBatch.DrawString(FontManager.InGameFont, Name, New Vector2(CInt(windowSize.Width / 2) - 320, CInt(Core.windowSize.Height / 2 - 120 + i * 50)), textColor)
End If
Next
End If
@ -354,7 +354,7 @@
End If
If GameInstance.IsMouseVisible = True Then
For i = 0 To 3
If ScaleScreenRec(New Rectangle(CInt(ScreenSize.Width / 2) - 328, 204 + i * 50, 500, 48)).Contains(MouseHandler.MousePosition) = True Then
If New Rectangle(CInt(windowSize.Width / 2) - 328, 204 + i * 50, 500, 48).Contains(MouseHandler.MousePosition) = True Then
If MouseHandler.ButtonPressed(MouseHandler.MouseButtons.LeftButton) = True Then
packsMenuIndex(0) = i + packsMenuIndex(2)
End If
@ -483,17 +483,17 @@
Private Sub DrawPackInformationMenu()
If Not PInfoSplash Is Nothing Then
SpriteBatch.DrawInterface(PInfoSplash, ScreenSize, Color.White)
SpriteBatch.DrawInterface(PInfoSplash, windowSize, Color.White)
End If
Dim CanvasTexture As Texture2D = TextureManager.GetTexture("GUI\Menus\Menu", New Rectangle(0, 0, 48, 48), "")
Canvas.DrawRectangle(New Rectangle(CInt(ScreenSize.Width / 2) - 240 + 4, CInt(Core.windowSize.Height / 2 - 144), 480, 64), New Color(77, 147, 198, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pack_menu_name") & ": " & PInfoName, New Vector2(CInt(ScreenSize.Width / 2) - CInt(FontManager.InGameFont.MeasureString(Localization.GetString("pack_menu_name") & ": " & PInfoName).X / 2) + 2, CInt(Core.windowSize.Height / 2 - 128 + 2)), New Color(0, 0, 0, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pack_menu_name") & ": " & PInfoName, New Vector2(CInt(ScreenSize.Width / 2) - CInt(FontManager.InGameFont.MeasureString(Localization.GetString("pack_menu_name") & ": " & PInfoName).X / 2), CInt(Core.windowSize.Height / 2 - 128)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)))
Canvas.DrawRectangle(New Rectangle(CInt(windowSize.Width / 2) - 240 + 4, CInt(Core.windowSize.Height / 2 - 144), 480, 64), New Color(77, 147, 198, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawString(FontManager.InGameFont, Localization.GetString("pack_menu_name") & ": " & PInfoName, New Vector2(CInt(windowSize.Width / 2) - CInt(FontManager.InGameFont.MeasureString(Localization.GetString("pack_menu_name") & ": " & PInfoName).X / 2) + 2, CInt(Core.windowSize.Height / 2 - 128 + 2)), New Color(0, 0, 0, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawString(FontManager.InGameFont, Localization.GetString("pack_menu_name") & ": " & PInfoName, New Vector2(CInt(windowSize.Width / 2) - CInt(FontManager.InGameFont.MeasureString(Localization.GetString("pack_menu_name") & ": " & PInfoName).X / 2), CInt(Core.windowSize.Height / 2 - 128)), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)))
Canvas.DrawRectangle(New Rectangle(CInt(ScreenSize.Width / 2) - 272 + 4, CInt(Core.windowSize.Height / 2 - 72), 544, 196), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawInterfaceString(FontManager.InGameFont, Localization.GetString("pack_menu_version") & ": " & PInfoVersion & Environment.NewLine & Localization.GetString("pack_menu_by") & ": " & PInfoAuthor & Environment.NewLine & Localization.GetString("pack_menu_content") & ": " & PInfoContent & Environment.NewLine & Localization.GetString("pack_menu_description") & ": " & Environment.NewLine & PInfoDescription.Replace("<br>", Environment.NewLine), New Vector2(CInt(ScreenSize.Width / 2) - 272 + 16, CInt(Core.windowSize.Height / 2 - 64)), New Color(0, 0, 0, CInt(255 * _interfaceFade * _pageFade)))
Canvas.DrawRectangle(New Rectangle(CInt(windowSize.Width / 2) - 272 + 4, CInt(Core.windowSize.Height / 2 - 72), 544, 196), New Color(255, 255, 255, CInt(255 * _interfaceFade * _pageFade)))
SpriteBatch.DrawString(FontManager.InGameFont, Localization.GetString("pack_menu_version") & ": " & PInfoVersion & Environment.NewLine & Localization.GetString("pack_menu_by") & ": " & PInfoAuthor & Environment.NewLine & Localization.GetString("pack_menu_content") & ": " & PInfoContent & Environment.NewLine & Localization.GetString("pack_menu_description") & ": " & Environment.NewLine & PInfoDescription.Replace("<br>", Environment.NewLine), New Vector2(CInt(windowSize.Width / 2) - 272 + 16, CInt(Core.windowSize.Height / 2 - 64)), New Color(0, 0, 0, CInt(255 * _interfaceFade * _pageFade)))
End Sub
Private Sub UpdatePackInformationMenu()