* Removed SnapGridOffset, there is only center now. * SnapGridComponent methods are now static. * Removed SnapGridComponent.OnPositionChanged. * Refactored static functions off SnapGridComponent to MapGrid. Refactored away usages of SnapGridComponent.Position. * Added Transform.Anchored for checking if an entity is a tile entity. More refactoring for static MapGrid functions. * Static snapgrid methods on MapGrid are no longer static. * Add setter to ITransformComponent.Anchored. Removed direct references to SnapGridComponent from content. * Grid functions now deal with EntityUids instead of SnapGridComponents. Began renaming public API functions from SnapGrid to Anchor. * Remove the SnapGridComponent 'Offset' field from all yaml files. This was removed in code previously, so the yaml linter was upset. * Update engine submodule to v0.4.46.
73 lines
2.1 KiB
C#
73 lines
2.1 KiB
C#
using System.Collections.Generic;
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using Content.Client.GameObjects.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public sealed class WindowSystem : EntitySystem
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{
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private readonly Queue<IEntity> _dirtyEntities = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WindowSmoothDirtyEvent>(HandleDirtyEvent);
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SubscribeLocalEvent<WindowComponent, SnapGridPositionChangedEvent>(HandleSnapGridMove);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<WindowSmoothDirtyEvent>();
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UnsubscribeLocalEvent<WindowComponent, SnapGridPositionChangedEvent>(HandleSnapGridMove);
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}
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private void HandleDirtyEvent(WindowSmoothDirtyEvent ev)
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{
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if (ev.Sender.HasComponent<WindowComponent>())
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{
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_dirtyEntities.Enqueue(ev.Sender);
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}
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}
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private static void HandleSnapGridMove(EntityUid uid, WindowComponent component, SnapGridPositionChangedEvent args)
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{
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component.SnapGridOnPositionChanged();
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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// Performance: This could be spread over multiple updates, or made parallel.
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while (_dirtyEntities.Count > 0)
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{
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var entity = _dirtyEntities.Dequeue();
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if (entity.Deleted)
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{
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continue;
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}
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entity.GetComponent<WindowComponent>().UpdateSprite();
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}
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}
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}
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/// <summary>
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/// Event raised by a <see cref="WindowComponent"/> when it needs to be recalculated.
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/// </summary>
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public sealed class WindowSmoothDirtyEvent : EntityEventArgs
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{
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public IEntity Sender { get; }
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public WindowSmoothDirtyEvent(IEntity sender)
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{
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Sender = sender;
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}
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}
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}
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