Add directional icons to crew monitors (#7404)
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70
Content.Client/UserInterface/Controls/DirectionIcon.cs
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70
Content.Client/UserInterface/Controls/DirectionIcon.cs
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.Controls;
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namespace Content.Client.UserInterface.Controls;
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/// <summary>
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/// Simple control that shows an arrow pointing in some direction.
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/// </summary>
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/// <remarks>
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/// The actual arrow and other icons are defined in the style sheet.
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/// </remarks>
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public sealed class DirectionIcon : TextureRect
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{
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public static string StyleClassDirectionIconArrow = "direction-icon-arrow"; // south pointing arrow
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public static string StyleClassDirectionIconHere = "direction-icon-here"; // "you have reached your destination"
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public static string StyleClassDirectionIconUnknown = "direction-icon-unknown"; // unknown direction / error
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private Angle? _rotation;
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public Angle? Rotation
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{
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get => _rotation;
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set
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{
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_rotation = value;
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SetOnlyStyleClass(value == null ? StyleClassDirectionIconUnknown : StyleClassDirectionIconArrow);
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}
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}
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public DirectionIcon()
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{
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Stretch = StretchMode.KeepAspectCentered;
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SetOnlyStyleClass(StyleClassDirectionIconUnknown);
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}
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public DirectionIcon(Direction direction) : this()
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{
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Rotation = direction.ToAngle();
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}
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/// <summary>
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/// Creates an icon with an arrow pointing in some direction.
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/// </summary>
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/// <param name="direction">The direction</param>
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/// <param name="relativeAngle">The relative angle. This may be the players eye rotation, the grid rotation, or
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/// maybe the world rotation of the entity that owns some BUI</param>
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/// <param name="snap">If true, will snap the nearest cardinal or diagonal direction</param>
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/// <param name="minDistance">If the distance is less than this, the arrow icon will be replaced by some other indicator</param>
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public DirectionIcon(Vector2 direction, Angle relativeAngle, bool snap, float minDistance = 0.1f) : this()
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{
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if (direction.EqualsApprox(Vector2.Zero, minDistance))
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{
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SetOnlyStyleClass(StyleClassDirectionIconHere);
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return;
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}
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var rotation = direction.ToWorldAngle() - relativeAngle;
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Rotation = snap ? rotation.GetDir().ToAngle() : rotation;
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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if (_rotation != null)
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{
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var offset = (-_rotation.Value).RotateVec(Size * UIScale / 2) - Size * UIScale / 2;
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handle.SetTransform(Matrix3.CreateTransform(GlobalPixelPosition - offset, -_rotation.Value));
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}
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base.Draw(handle);
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}
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}
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