using Content.Client.UserInterface.Controls;
using Content.Shared.Shuttles.Components;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Vector2 = System.Numerics.Vector2;
namespace Content.Client.Shuttles.UI;
///
/// Provides common functionality for radar-like displays on shuttle consoles.
///
[GenerateTypedNameReferences]
[Virtual]
public partial class BaseShuttleControl : MapGridControl
{
[Dependency] private readonly IParallelManager _parallel = default!;
protected readonly SharedMapSystem Maps;
protected readonly Font Font;
private GridDrawJob _drawJob;
// Cache grid drawing data as it can be expensive to build
public readonly Dictionary GridData = new();
// Per-draw caching
private readonly List _gridTileList = new();
private readonly HashSet _gridNeighborSet = new();
private readonly List<(Vector2 Start, Vector2 End)> _edges = new();
private Vector2[] _allVertices = Array.Empty();
private (DirectionFlag, Vector2i)[] _neighborDirections;
public BaseShuttleControl() : this(32f, 32f, 32f)
{
}
public BaseShuttleControl(float minRange, float maxRange, float range) : base(minRange, maxRange, range)
{
RobustXamlLoader.Load(this);
Maps = EntManager.System();
Font = new VectorFont(IoCManager.Resolve().GetResource("/Fonts/NotoSans/NotoSans-Regular.ttf"), 12);
_drawJob = new GridDrawJob()
{
ScaledVertices = _allVertices,
};
_neighborDirections = new (DirectionFlag, Vector2i)[4];
for (var i = 0; i < 4; i++)
{
var dir = (DirectionFlag) Math.Pow(2, i);
var dirVec = dir.AsDir().ToIntVec();
_neighborDirections[i] = (dir, dirVec);
}
}
protected void DrawData(DrawingHandleScreen handle, string text)
{
var coordsDimensions = handle.GetDimensions(Font, text, 1f);
const float coordsMargins = 5f;
handle.DrawString(Font,
new Vector2(coordsMargins, PixelHeight) - new Vector2(0f, coordsDimensions.Y + coordsMargins),
text,
Color.FromSrgb(IFFComponent.SelfColor));
}
protected void DrawCircles(DrawingHandleScreen handle)
{
// Equatorial lines
var gridLines = Color.LightGray.WithAlpha(0.01f);
// Each circle is this x distance of the last one.
const float EquatorialMultiplier = 2f;
var minDistance = MathF.Pow(EquatorialMultiplier, EquatorialMultiplier * 1.5f);
var maxDistance = MathF.Pow(2f, EquatorialMultiplier * 6f);
var cornerDistance = MathF.Sqrt(WorldRange * WorldRange + WorldRange * WorldRange);
var origin = ScalePosition(-new Vector2(Offset.X, -Offset.Y));
for (var radius = minDistance; radius <= maxDistance; radius *= EquatorialMultiplier)
{
if (radius > cornerDistance)
continue;
var color = Color.ToSrgb(gridLines).WithAlpha(0.05f);
var scaledRadius = MinimapScale * radius;
var text = $"{radius:0}m";
var textDimensions = handle.GetDimensions(Font, text, UIScale);
handle.DrawCircle(origin, scaledRadius, color, false);
handle.DrawString(Font, ScalePosition(new Vector2(0f, -radius)) - new Vector2(0f, textDimensions.Y), text, color);
}
const int gridLinesRadial = 8;
for (var i = 0; i < gridLinesRadial; i++)
{
Angle angle = (Math.PI / gridLinesRadial) * i;
// TODO: Handle distance properly.
var aExtent = angle.ToVec() * ScaledMinimapRadius * 1.42f;
var lineColor = Color.MediumSpringGreen.WithAlpha(0.02f);
handle.DrawLine(origin - aExtent, origin + aExtent, lineColor);
}
}
protected void DrawGrid(DrawingHandleScreen handle, Matrix3 matrix, Entity grid, Color color, float alpha = 0.01f)
{
var rator = Maps.GetAllTilesEnumerator(grid.Owner, grid.Comp);
var minimapScale = MinimapScale;
var midpoint = new Vector2(MidPoint, MidPoint);
var tileSize = grid.Comp.TileSize;
// Check if we even have data
// TODO: Need to prune old grid-data if we don't draw it.
var gridData = GridData.GetOrNew(grid.Owner);
if (gridData.LastBuild < grid.Comp.LastTileModifiedTick)
{
gridData.Vertices.Clear();
_gridTileList.Clear();
_gridNeighborSet.Clear();
// Okay so there's 2 steps to this
// 1. Is that get we get a set of all tiles. This is used to decompose into triangle-strips
// 2. Is that we get a list of all tiles. This is used for edge data to decompose into line-strips.
while (rator.MoveNext(out var tileRef))
{
var index = tileRef.Value.GridIndices;
_gridNeighborSet.Add(index);
_gridTileList.Add(index);
var bl = Maps.TileToVector(grid, index);
var br = bl + new Vector2(tileSize, 0f);
var tr = bl + new Vector2(tileSize, tileSize);
var tl = bl + new Vector2(0f, tileSize);
gridData.Vertices.Add(bl);
gridData.Vertices.Add(br);
gridData.Vertices.Add(tl);
gridData.Vertices.Add(br);
gridData.Vertices.Add(tl);
gridData.Vertices.Add(tr);
}
gridData.EdgeIndex = gridData.Vertices.Count;
_edges.Clear();
foreach (var index in _gridTileList)
{
// We get all of the raw lines up front
// then we decompose them into longer lines in a separate step.
foreach (var (dir, dirVec) in _neighborDirections)
{
var neighbor = index + dirVec;
if (_gridNeighborSet.Contains(neighbor))
continue;
var bl = Maps.TileToVector(grid, index);
var br = bl + new Vector2(tileSize, 0f);
var tr = bl + new Vector2(tileSize, tileSize);
var tl = bl + new Vector2(0f, tileSize);
// Could probably rotate this but this might be faster?
Vector2 actualStart;
Vector2 actualEnd;
switch (dir)
{
case DirectionFlag.South:
actualStart = bl;
actualEnd = br;
break;
case DirectionFlag.East:
actualStart = br;
actualEnd = tr;
break;
case DirectionFlag.North:
actualStart = tr;
actualEnd = tl;
break;
case DirectionFlag.West:
actualStart = tl;
actualEnd = bl;
break;
default:
throw new NotImplementedException();
}
_edges.Add((actualStart, actualEnd));
}
}
// Decompose the edges into longer lines to save data.
// Now we decompose the lines into longer lines (less data to send to the GPU)
var decomposed = true;
while (decomposed)
{
decomposed = false;
for (var i = 0; i < _edges.Count; i++)
{
var (start, end) = _edges[i];
var neighborFound = false;
var neighborIndex = 0;
Vector2 neighborStart;
Vector2 neighborEnd = Vector2.Zero;
// Does our end correspond with another start?
for (var j = i + 1; j < _edges.Count; j++)
{
(neighborStart, neighborEnd) = _edges[j];
if (!end.Equals(neighborStart))
continue;
neighborFound = true;
neighborIndex = j;
break;
}
if (!neighborFound)
continue;
// Check if our start and the neighbor's end are collinear
if (!CollinearSimplifier.IsCollinear(start, end, neighborEnd, 10f * float.Epsilon))
continue;
decomposed = true;
_edges[i] = (start, neighborEnd);
_edges.RemoveAt(neighborIndex);
}
}
gridData.Vertices.EnsureCapacity(_edges.Count * 2);
foreach (var edge in _edges)
{
gridData.Vertices.Add(edge.Start);
gridData.Vertices.Add(edge.End);
}
gridData.LastBuild = grid.Comp.LastTileModifiedTick;
}
var totalData = gridData.Vertices.Count;
var triCount = gridData.EdgeIndex;
var edgeCount = totalData - gridData.EdgeIndex;
Extensions.EnsureLength(ref _allVertices, totalData);
_drawJob.MidPoint = midpoint;
_drawJob.Matrix = matrix;
_drawJob.MinimapScale = minimapScale;
_drawJob.Vertices = gridData.Vertices;
_drawJob.ScaledVertices = _allVertices;
_parallel.ProcessNow(_drawJob, totalData);
const float BatchSize = 3f * 4096;
for (var i = 0; i < Math.Ceiling(triCount / BatchSize); i++)
{
var start = (int) (i * BatchSize);
var end = (int) Math.Min(triCount, start + BatchSize);
var count = end - start;
handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, new Span(_allVertices, start, count), color.WithAlpha(alpha));
}
handle.DrawPrimitives(DrawPrimitiveTopology.LineList, new Span(_allVertices, gridData.EdgeIndex, edgeCount), color);
}
private record struct GridDrawJob : IParallelRobustJob
{
public int BatchSize => 16;
public float MinimapScale;
public Vector2 MidPoint;
public Matrix3 Matrix;
public List Vertices;
public Vector2[] ScaledVertices;
public void Execute(int index)
{
var vert = Vertices[index];
var adjustedVert = Matrix.Transform(vert);
adjustedVert = adjustedVert with { Y = -adjustedVert.Y };
var scaledVert = ScalePosition(adjustedVert, MinimapScale, MidPoint);
ScaledVertices[index] = scaledVert;
}
}
}
public sealed class GridDrawData
{
/*
* List of lists because we use LineStrip and TriangleStrip respectively (less data to pass to the GPU).
*/
public List Vertices = new();
///
/// Vertices index from when edges start.
///
public int EdgeIndex;
public GameTick LastBuild;
}