using System.Numerics;
using Content.Client.Hands.Systems;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Shared.Enums;
using Robust.Shared.Graphics;
using Robust.Shared.Utility;
namespace Content.Client.CombatMode;
///
/// This shows something like crosshairs for the combat mode next to the mouse cursor.
/// For weapons with the gun class, a crosshair of one type is displayed,
/// while for all other types of weapons and items in hand, as well as for an empty hand,
/// a crosshair of a different type is displayed. These crosshairs simply show the state of combat mode (on|off).
///
public sealed class CombatModeIndicatorsOverlay : Overlay
{
private readonly IInputManager _inputManager;
private readonly IEntityManager _entMan;
private readonly IEyeManager _eye;
private readonly CombatModeSystem _combat;
private readonly HandsSystem _hands = default!;
private readonly Texture _gunSight;
private readonly Texture _meleeSight;
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
public Color MainColor = Color.White.WithAlpha(0.3f);
public Color StrokeColor = Color.Black.WithAlpha(0.5f);
public float Scale = 0.6f; // 1 is a little big
public CombatModeIndicatorsOverlay(IInputManager input, IEntityManager entMan,
IEyeManager eye, CombatModeSystem combatSys, HandsSystem hands)
{
_inputManager = input;
_entMan = entMan;
_eye = eye;
_combat = combatSys;
_hands = hands;
var spriteSys = _entMan.EntitySysManager.GetEntitySystem();
_gunSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
"gun_sight"));
_meleeSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
"melee_sight"));
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (!_combat.IsInCombatMode())
return false;
return base.BeforeDraw(in args);
}
protected override void Draw(in OverlayDrawArgs args)
{
var mouseScreenPosition = _inputManager.MouseScreenPosition;
var mousePosMap = _eye.PixelToMap(mouseScreenPosition);
if (mousePosMap.MapId != args.MapId)
return;
var handEntity = _hands.GetActiveHandEntity();
var isHandGunItem = _entMan.HasComponent(handEntity);
var mousePos = mouseScreenPosition.Position;
var uiScale = (args.ViewportControl as Control)?.UIScale ?? 1f;
var limitedScale = uiScale > 1.25f ? 1.25f : uiScale;
var sight = isHandGunItem ? _gunSight : _meleeSight;
DrawSight(sight, args.ScreenHandle, mousePos, limitedScale * Scale);
}
private void DrawSight(Texture sight, DrawingHandleScreen screen, Vector2 centerPos, float scale)
{
var sightSize = sight.Size * scale;
var expandedSize = sightSize + new Vector2(7f, 7f);
screen.DrawTextureRect(sight,
UIBox2.FromDimensions(centerPos - sightSize * 0.5f, sightSize), StrokeColor);
screen.DrawTextureRect(sight,
UIBox2.FromDimensions(centerPos - expandedSize * 0.5f, expandedSize), MainColor);
}
}