Prevent content from overriding sprite shader (#9036)
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@@ -40,6 +40,7 @@ namespace Content.Client.DragDrop
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[Dependency] private readonly CombatModeSystem _combatMode = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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// how often to recheck possible targets (prevents calling expensive
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// check logic each update)
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@@ -74,7 +75,7 @@ namespace Content.Client.DragDrop
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private ShaderInstance? _dropTargetInRangeShader;
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private ShaderInstance? _dropTargetOutOfRangeShader;
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private readonly List<ISpriteComponent> _highlightedSprites = new();
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private readonly List<SpriteComponent> _highlightedSprites = new();
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public override void Initialize()
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{
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@@ -376,10 +377,10 @@ namespace Content.Client.DragDrop
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// TODO: Duplicated in SpriteSystem and TargetOutlineSystem. Should probably be cached somewhere for a frame?
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition).Position;
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var bounds = new Box2(mousePos - 1.5f, mousePos + 1.5f);
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var pvsEntities = EntitySystem.Get<EntityLookupSystem>().GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Anchored);
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var pvsEntities = _lookup.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Anchored);
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foreach (var pvsEntity in pvsEntities)
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{
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if (!EntityManager.TryGetComponent(pvsEntity, out ISpriteComponent? inRangeSprite) ||
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if (!EntityManager.TryGetComponent(pvsEntity, out SpriteComponent? inRangeSprite) ||
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!inRangeSprite.Visible ||
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pvsEntity == _dragDropHelper.Dragged) continue;
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@@ -396,6 +397,11 @@ namespace Content.Client.DragDrop
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&& _interactionSystem.InRangeUnobstructed(dropArgs.Target, dropArgs.Target);
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}
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if (inRangeSprite.PostShader != null &&
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inRangeSprite.PostShader != _dropTargetInRangeShader &&
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inRangeSprite.PostShader != _dropTargetOutOfRangeShader)
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return;
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// highlight depending on whether its in or out of range
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inRangeSprite.PostShader = valid.Value ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
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inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
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@@ -407,6 +413,9 @@ namespace Content.Client.DragDrop
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{
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foreach (var highlightedSprite in _highlightedSprites)
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{
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if (highlightedSprite.PostShader != _dropTargetInRangeShader && highlightedSprite.PostShader != _dropTargetOutOfRangeShader)
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continue;
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highlightedSprite.PostShader = null;
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highlightedSprite.RenderOrder = 0;
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}
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@@ -23,18 +23,20 @@ namespace Content.Client.Interactable.Components
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{
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_lastRenderScale = renderScale;
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_inRange = inInteractionRange;
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if (_entMan.TryGetComponent(Owner, out ISpriteComponent? sprite))
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if (_entMan.TryGetComponent(Owner, out SpriteComponent? sprite) && sprite.PostShader == null)
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{
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sprite.PostShader = MakeNewShader(inInteractionRange, renderScale);
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sprite.RenderOrder = _entMan.CurrentTick.Value;
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// TODO why is this creating a new instance of the outline shader every time the mouse enters???
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_shader = MakeNewShader(inInteractionRange, renderScale);
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sprite.PostShader = _shader;
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}
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}
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public void OnMouseLeave()
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{
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if (_entMan.TryGetComponent(Owner, out ISpriteComponent? sprite))
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if (_entMan.TryGetComponent(Owner, out SpriteComponent? sprite))
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{
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sprite.PostShader = null;
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if (sprite.PostShader == _shader)
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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}
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@@ -44,11 +46,13 @@ namespace Content.Client.Interactable.Components
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public void UpdateInRange(bool inInteractionRange, int renderScale)
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{
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if (_entMan.TryGetComponent(Owner, out ISpriteComponent? sprite)
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if (_entMan.TryGetComponent(Owner, out SpriteComponent? sprite)
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&& sprite.PostShader == _shader
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&& (inInteractionRange != _inRange || _lastRenderScale != renderScale))
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{
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_inRange = inInteractionRange;
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_lastRenderScale = renderScale;
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_shader = MakeNewShader(_inRange, _lastRenderScale);
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sprite.PostShader = _shader;
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}
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@@ -1,5 +1,4 @@
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using Content.Client.ContextMenu.UI;
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using Content.Client.Interactable;
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using Content.Client.Interactable.Components;
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using Content.Client.Viewport;
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using Content.Shared.CCVar;
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@@ -21,6 +21,7 @@ public sealed class TargetOutlineSystem : EntitySystem
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly SpriteSystem _spriteSystem = default!;
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private bool _enabled = false;
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@@ -143,7 +144,7 @@ public sealed class TargetOutlineSystem : EntitySystem
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if (!valid)
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{
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// was this previously valid?
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if (_highlightedSprites.Remove(sprite))
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if (_highlightedSprites.Remove(sprite) && (sprite.PostShader == _shaderTargetValid || sprite.PostShader == _shaderTargetInvalid))
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{
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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@@ -162,6 +163,11 @@ public sealed class TargetOutlineSystem : EntitySystem
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valid = (origin - target).LengthSquared <= Range;
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}
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if (sprite.PostShader != null &&
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sprite.PostShader != _shaderTargetValid &&
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sprite.PostShader != _shaderTargetInvalid)
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return;
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// highlight depending on whether its in or out of range
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sprite.PostShader = valid ? _shaderTargetValid : _shaderTargetInvalid;
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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@@ -173,6 +179,9 @@ public sealed class TargetOutlineSystem : EntitySystem
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{
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foreach (var sprite in _highlightedSprites)
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{
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if (sprite.PostShader != _shaderTargetValid && sprite.PostShader != _shaderTargetInvalid)
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continue;
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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}
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