ParallaxControl UI Dehardcode (#36071)
* Parallax Control Improve * Update MainMenuControl.xaml * PJBControl.cs
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@@ -1,7 +1,9 @@
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using System.Numerics;
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using Content.Client.Parallax.Data;
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using Content.Client.Parallax.Managers;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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@@ -17,27 +19,50 @@ public sealed class ParallaxControl : Control
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[Dependency] private readonly IParallaxManager _parallaxManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private string _parallaxPrototype = "FastSpace";
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[ViewVariables(VVAccess.ReadWrite)] public Vector2 Offset { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] public float SpeedX { get; set; } = 0.0f;
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[ViewVariables(VVAccess.ReadWrite)] public float SpeedY { get; set; } = 0.0f;
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[ViewVariables(VVAccess.ReadWrite)] public float ScaleX { get; set; } = 1.0f;
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[ViewVariables(VVAccess.ReadWrite)] public float ScaleY { get; set; } = 1.0f;
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[ViewVariables(VVAccess.ReadWrite)] public string ParallaxPrototype
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{
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get => _parallaxPrototype;
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set
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{
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_parallaxPrototype = value;
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_parallaxManager.LoadParallaxByName(value);
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}
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}
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public ParallaxControl()
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{
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IoCManager.InjectDependencies(this);
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Offset = new Vector2(_random.Next(0, 1000), _random.Next(0, 1000));
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RectClipContent = true;
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_parallaxManager.LoadParallaxByName("FastSpace");
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_parallaxManager.LoadParallaxByName(_parallaxPrototype);
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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foreach (var layer in _parallaxManager.GetParallaxLayers("FastSpace"))
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var currentTime = (float) _timing.RealTime.TotalSeconds;
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var offset = Offset + new Vector2(currentTime * SpeedX, currentTime * SpeedY);
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foreach (var layer in _parallaxManager.GetParallaxLayers(_parallaxPrototype))
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{
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var tex = layer.Texture;
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var texSize = (tex.Size.X * (int) Size.X, tex.Size.Y * (int) Size.X) * layer.Config.Scale.Floored() / 1920;
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var texSize = new Vector2i(
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(int)(tex.Size.X * Size.X * layer.Config.Scale.X / 1920 * ScaleX),
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(int)(tex.Size.Y * Size.X * layer.Config.Scale.Y / 1920 * ScaleY)
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);
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var ourSize = PixelSize;
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var currentTime = (float) _timing.RealTime.TotalSeconds;
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var offset = Offset + new Vector2(currentTime * 100f, currentTime * 0f);
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//Protection from division by zero.
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texSize.X = Math.Max(texSize.X, 1);
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texSize.Y = Math.Max(texSize.Y, 1);
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if (layer.Config.Tiled)
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{
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