using Content.Client.Parallax.Managers; using Robust.Client.Graphics; using Robust.Client.UserInterface; using Robust.Shared.IoC; using Robust.Shared.Maths; using Robust.Shared.Random; using Robust.Shared.ViewVariables; namespace Content.Client.Parallax; /// /// Renders the parallax background as a UI control. /// public sealed class ParallaxControl : Control { [Dependency] private readonly IParallaxManager _parallaxManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [ViewVariables(VVAccess.ReadWrite)] public Vector2i Offset { get; set; } public ParallaxControl() { IoCManager.InjectDependencies(this); Offset = (_random.Next(0, 1000), _random.Next(0, 1000)); RectClipContent = true; } protected override void Draw(DrawingHandleScreen handle) { foreach (var layer in _parallaxManager.ParallaxLayers) { var tex = layer.Texture; var texSize = tex.Size * layer.Config.Scale.Floored(); var ourSize = PixelSize; if (layer.Config.Tiled) { // Multiply offset by slowness to match normal parallax var scaledOffset = (Offset * layer.Config.Slowness).Floored(); // Then modulo the scaled offset by the size to prevent drawing a bunch of offscreen tiles for really small images. scaledOffset.X %= texSize.X; scaledOffset.Y %= texSize.Y; // Note: scaledOffset must never be below 0 or there will be visual issues. // It could be allowed to be >= texSize on a given axis but that would be wasteful. for (var x = -scaledOffset.X; x < ourSize.X; x += texSize.X) { for (var y = -scaledOffset.Y; y < ourSize.Y; y += texSize.Y) { handle.DrawTextureRect(tex, UIBox2.FromDimensions((x, y), texSize)); } } } else { var origin = ((ourSize - texSize) / 2) + layer.Config.ControlHomePosition; handle.DrawTextureRect(tex, UIBox2.FromDimensions(origin, texSize)); } } } }