Cleanup warnings in TextScreenSystem (#37382)
Cleanup warnings in TextScreenSystem
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@@ -27,6 +27,7 @@ namespace Content.Client.TextScreen;
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public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsComponent>
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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/// <summary>
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/// Contains char/state Key/Value pairs. <br/>
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@@ -89,11 +90,11 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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for (var i = 0; i < screen.RowLength; i++)
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{
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sprite.LayerMapReserveBlank(TimerMapKey + i);
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_sprite.LayerMapReserve((uid, sprite), TimerMapKey + i);
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timer.LayerStatesToDraw.Add(TimerMapKey + i, null);
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sprite.LayerSetRSI(TimerMapKey + i, new ResPath(TextPath));
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sprite.LayerSetColor(TimerMapKey + i, screen.Color);
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sprite.LayerSetState(TimerMapKey + i, DefaultState);
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_sprite.LayerSetRsi((uid, sprite), TimerMapKey + i, new ResPath(TextPath));
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_sprite.LayerSetColor((uid, sprite), TimerMapKey + i, screen.Color);
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_sprite.LayerSetRsiState((uid, sprite), TimerMapKey + i, DefaultState);
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}
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}
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@@ -110,24 +111,23 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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return;
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if (args.AppearanceData.TryGetValue(TextScreenVisuals.Color, out var color) && color is Color)
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component.Color = (Color) color;
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component.Color = (Color)color;
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// DefaultText: fallback text e.g. broadcast updates from comms consoles
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if (args.AppearanceData.TryGetValue(TextScreenVisuals.DefaultText, out var newDefault) && newDefault is string)
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component.Text = SegmentText((string) newDefault, component);
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component.Text = SegmentText((string)newDefault, component);
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// ScreenText: currently rendered text e.g. the "ETA" accompanying shuttle timers
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if (args.AppearanceData.TryGetValue(TextScreenVisuals.ScreenText, out var text) && text is string)
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{
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component.TextToDraw = SegmentText((string) text, component);
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component.TextToDraw = SegmentText((string)text, component);
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ResetText(uid, component);
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BuildTextLayers(uid, component, args.Sprite);
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DrawLayers(uid, component.LayerStatesToDraw);
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}
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if (args.AppearanceData.TryGetValue(TextScreenVisuals.TargetTime, out var time) && time is TimeSpan)
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if (args.AppearanceData.TryGetValue(TextScreenVisuals.TargetTime, out var time) && time is TimeSpan target)
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{
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var target = (TimeSpan) time;
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if (target > _gameTiming.CurTime)
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{
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var timer = EnsureComp<TextScreenTimerComponent>(uid);
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@@ -154,7 +154,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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return;
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foreach (var key in timer.LayerStatesToDraw.Keys)
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sprite.RemoveLayer(key);
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_sprite.RemoveLayer((uid, sprite), key);
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RemComp<TextScreenTimerComponent>(uid);
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@@ -190,7 +190,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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return;
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foreach (var key in component.LayerStatesToDraw.Keys)
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sprite.RemoveLayer(key);
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_sprite.RemoveLayer((uid, sprite), key);
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component.LayerStatesToDraw.Clear();
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@@ -198,11 +198,11 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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for (var i = 0; i < component.RowLength; i++)
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{
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var key = TextMapKey + row + i;
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sprite.LayerMapReserveBlank(key);
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_sprite.LayerMapReserve((uid, sprite), key);
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component.LayerStatesToDraw.Add(key, null);
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sprite.LayerSetRSI(key, new ResPath(TextPath));
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sprite.LayerSetColor(key, component.Color);
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sprite.LayerSetState(key, DefaultState);
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_sprite.LayerSetRsi((uid, sprite), key, new ResPath(TextPath));
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_sprite.LayerSetColor((uid, sprite), key, component.Color);
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_sprite.LayerSetRsiState((uid, sprite), key, DefaultState);
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}
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}
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@@ -228,7 +228,8 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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for (var chr = 0; chr < min; chr++)
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{
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component.LayerStatesToDraw[TextMapKey + rowIdx + chr] = GetStateFromChar(row[chr]);
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sprite.LayerSetOffset(
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_sprite.LayerSetOffset(
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(uid, sprite),
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TextMapKey + rowIdx + chr,
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Vector2.Multiply(
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new Vector2((chr - min / 2f + 0.5f) * CharWidth, -rowIdx * component.RowOffset),
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@@ -247,18 +248,19 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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string time = TimeToString(
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var time = TimeToString(
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(_gameTiming.CurTime - timer.Target).Duration(),
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false,
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screen.HourFormat, screen.MinuteFormat, screen.SecondFormat
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);
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int min = Math.Min(time.Length, screen.RowLength);
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var min = Math.Min(time.Length, screen.RowLength);
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for (int i = 0; i < min; i++)
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for (var i = 0; i < min; i++)
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{
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timer.LayerStatesToDraw[TimerMapKey + i] = GetStateFromChar(time[i]);
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sprite.LayerSetOffset(
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_sprite.LayerSetOffset(
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(uid, sprite),
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TimerMapKey + i,
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Vector2.Multiply(
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new Vector2((i - min / 2f + 0.5f) * CharWidth, 0f),
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@@ -277,7 +279,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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return;
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foreach (var (key, state) in layerStates.Where(pairs => pairs.Value != null))
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sprite.LayerSetState(key, state);
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_sprite.LayerSetRsiState((uid, sprite), key, state);
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}
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public override void Update(float frameTime)
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@@ -340,8 +342,8 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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return null;
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// First checks if its one of our special characters
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if (CharStatePairs.ContainsKey(character.Value))
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return CharStatePairs[character.Value];
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if (CharStatePairs.TryGetValue(character.Value, out var value))
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return value;
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// Or else it checks if its a normal letter or digit
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if (char.IsLetterOrDigit(character.Value))
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