using Content.Shared.IconSmoothing; using Robust.Client.GameObjects; namespace Content.Client.IconSmoothing; public sealed partial class IconSmoothSystem { // Handles drawing edge sprites on the non-smoothed edges. private void InitializeEdge() { SubscribeLocalEvent(OnEdgeStartup); SubscribeLocalEvent(OnEdgeShutdown); } private void OnEdgeStartup(EntityUid uid, SmoothEdgeComponent component, ComponentStartup args) { if (!TryComp(uid, out var sprite)) return; sprite.LayerSetOffset(EdgeLayer.South, new Vector2(0, -1f)); sprite.LayerSetOffset(EdgeLayer.East, new Vector2(1f, 0f)); sprite.LayerSetOffset(EdgeLayer.North, new Vector2(0, 1f)); sprite.LayerSetOffset(EdgeLayer.West, new Vector2(-1f, 0f)); sprite.LayerSetVisible(EdgeLayer.South, false); sprite.LayerSetVisible(EdgeLayer.East, false); sprite.LayerSetVisible(EdgeLayer.North, false); sprite.LayerSetVisible(EdgeLayer.West, false); } private void OnEdgeShutdown(EntityUid uid, SmoothEdgeComponent component, ComponentShutdown args) { if (!TryComp(uid, out var sprite)) return; sprite.LayerMapRemove(EdgeLayer.South); sprite.LayerMapRemove(EdgeLayer.East); sprite.LayerMapRemove(EdgeLayer.North); sprite.LayerMapRemove(EdgeLayer.West); } private void CalculateEdge(EntityUid uid, DirectionFlag directions, SpriteComponent? sprite = null, SmoothEdgeComponent? component = null) { if (!Resolve(uid, ref sprite, ref component, false)) return; for (var i = 0; i < 4; i++) { var dir = (DirectionFlag) Math.Pow(2, i); var edge = GetEdge(dir); if ((dir & directions) != 0x0) { sprite.LayerSetVisible(edge, false); continue; } sprite.LayerSetVisible(edge, true); } } private EdgeLayer GetEdge(DirectionFlag direction) { switch (direction) { case DirectionFlag.South: return EdgeLayer.South; case DirectionFlag.East: return EdgeLayer.East; case DirectionFlag.North: return EdgeLayer.North; case DirectionFlag.West: return EdgeLayer.West; default: throw new ArgumentOutOfRangeException(); } } private enum EdgeLayer : byte { South, East, North, West } }