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 { public float Fraction { get; set; } protected override void Draw(DrawingHandleScreen handle) { const int maxSegments = 64; const float segment = MathHelper.TwoPi / maxSegments; var segments = (int)Math.Max(2, Math.Ceiling(maxSegments * Fraction)); // ensure that we always have at least 3 vertices var max = MathHelper.TwoPi * Fraction; var radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.875f; // 28/32 = 0.875 - 2 pixels inwards from the edge var ring_radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.5625f; 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) * radius, (float) Math.Cos(angle) * radius); vertices[2*i + 1] = center + new Vector2((float) Math.Sin(angle) * ring_radius, (float) Math.Cos(angle) * ring_radius); } handle.DrawPrimitives(DrawPrimitiveTopology.TriangleStrip, vertices, new Color(0.3f, 0.3f, 0.4f, 0.75f)); } } }