using Robust.Client.Graphics.Drawing; using Robust.Client.Interfaces.GameObjects.Components; using Robust.Client.Interfaces.Graphics; using Robust.Shared.Maths; using System; namespace Robust.Client.UserInterface.Controls { public class CooldownGraphic : Control { /// /// Progress of the cooldown animation. /// Possible values range from 1 to -1, where 1 to 0 is a depleting circle animation and 0 to -1 is a blink animation. /// public float Progress { get; set; } protected override void Draw(DrawingHandleScreen handle) { const int maxSegments = 64; const float segment = MathHelper.TwoPi / maxSegments; var effective_fraction = Progress >= 0f ? Progress : 1f; // we want the full circle for the blink var segments = (int)Math.Max(2, Math.Ceiling(maxSegments * effective_fraction) + 1); // ensure that we always have at least 3 vertices, we also need one more segment var max = MathHelper.TwoPi * effective_fraction; var outer_radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.875f; // 28/32 = 0.875 - 2 pixels inwards from the edge var inner_radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.5625f; // 18/32 = 0.5625 - 5 pixels thick Span vertices = stackalloc Vector2[segments * 2]; var center = PixelPosition + SizeBox.Center; for (int i = 0; i < segments; i++) { var angle = MathHelper.Pi + Math.Min(max, segment * i); vertices[2*i] = center + new Vector2((float) Math.Sin(angle) * outer_radius, (float) Math.Cos(angle) * outer_radius); vertices[2*i + 1] = center + new Vector2((float) Math.Sin(angle) * inner_radius, (float) Math.Cos(angle) * inner_radius); } Color draw_color; var fraction_lerp = 1f - Math.Abs(Progress); // for future bikeshedding purposes if (Progress >= 0f) { var hue = (5f / 18f) * fraction_lerp; draw_color = Color.FromHsv((hue, 0.75f, 0.75f, 0.50f)); } else { var alpha = Math.Clamp(0.5f * fraction_lerp, 0f, 0.5f); draw_color = new Color(1f, 1f, 1f, alpha); } handle.DrawPrimitives(DrawPrimitiveTopology.TriangleStrip, vertices, draw_color); } } }