Add mapping editor (#23427)

* Add mapping editor (#757)

* Remove mapping actions, never again

* Cleanup actions system

* Jarvis, remove all references to CM14

* Fix InventoryUIController crashing when an InventoryGui is not found

* Rename mapping1 to mapping

* Clean up context calls

* Add doc comments

* Add delegate for hiding decals in the mapping screen

* Jarvis mission failed

* a

* Add test

* Fix not flushing save stream in mapping manager

* change

* Fix verbs

* fixes

* localise

---------

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
DrSmugleaf
2024-08-03 20:31:45 -07:00
committed by GitHub
parent 6e8f8d706a
commit 54d5bd266c
37 changed files with 2024 additions and 47 deletions

View File

@@ -0,0 +1,84 @@
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using static Content.Client.Mapping.MappingState;
namespace Content.Client.Mapping;
public sealed class MappingOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entities = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _prototypes = default!;
// 1 off in case something else uses these colors since we use them to compare
private static readonly Color PickColor = new(1, 255, 0);
private static readonly Color DeleteColor = new(255, 1, 0);
private readonly Dictionary<EntityUid, Color> _oldColors = new();
private readonly MappingState _state;
private readonly ShaderInstance _shader;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public MappingOverlay(MappingState state)
{
IoCManager.InjectDependencies(this);
_state = state;
_shader = _prototypes.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
foreach (var (id, color) in _oldColors)
{
if (!_entities.TryGetComponent(id, out SpriteComponent? sprite))
continue;
if (sprite.Color == DeleteColor || sprite.Color == PickColor)
sprite.Color = color;
}
_oldColors.Clear();
if (_player.LocalEntity == null)
return;
var handle = args.WorldHandle;
handle.UseShader(_shader);
switch (_state.State)
{
case CursorState.Pick:
{
if (_state.GetHoveredEntity() is { } entity &&
_entities.TryGetComponent(entity, out SpriteComponent? sprite))
{
_oldColors[entity] = sprite.Color;
sprite.Color = PickColor;
}
break;
}
case CursorState.Delete:
{
if (_state.GetHoveredEntity() is { } entity &&
_entities.TryGetComponent(entity, out SpriteComponent? sprite))
{
_oldColors[entity] = sprite.Color;
sprite.Color = DeleteColor;
}
break;
}
}
handle.UseShader(null);
}
}