Files
tbd-station-14/Content.Client/StatusIcon/StatusIconOverlay.cs
2023-06-27 20:31:53 -04:00

93 lines
3.4 KiB
C#

using Content.Shared.StatusIcon.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.StatusIcon;
public sealed class StatusIconOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entity = default!;
private readonly SpriteSystem _sprite;
private readonly TransformSystem _transform;
private readonly StatusIconSystem _statusIcon;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
internal StatusIconOverlay()
{
IoCManager.InjectDependencies(this);
_sprite = _entity.System<SpriteSystem>();
_transform = _entity.System<TransformSystem>();
_statusIcon = _entity.System<StatusIconSystem>();
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var eyeRot = args.Viewport.Eye?.Rotation ?? default;
var xformQuery = _entity.GetEntityQuery<TransformComponent>();
var scaleMatrix = Matrix3.CreateScale(new Vector2(1, 1));
var rotationMatrix = Matrix3.CreateRotation(-eyeRot);
var query = _entity.AllEntityQueryEnumerator<StatusIconComponent, SpriteComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var comp, out var sprite, out var xform))
{
if (xform.MapID != args.MapId)
continue;
var icons = _statusIcon.GetStatusIcons(uid);
if (icons.Count == 0)
continue;
var bounds = comp.Bounds ?? sprite.Bounds;
var worldPos = _transform.GetWorldPosition(xform, xformQuery);
var worldMatrix = Matrix3.CreateTranslation(worldPos);
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
var count = 0;
var accOffsetL = 0;
var accOffsetR = 0;
icons.Sort();
foreach (var proto in icons)
{
var texture = _sprite.Frame0(proto.Icon);
float yOffset;
float xOffset;
// the icons are ordered left to right, top to bottom.
// extra icons that don't fit are just cut off.
if (count % 2 == 0)
{
if (accOffsetL + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
break;
accOffsetL += texture.Height;
yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetL / EyeManager.PixelsPerMeter;
xOffset = -(bounds.Width + sprite.Offset.X) / 2f;
}
else
{
if (accOffsetR + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
break;
accOffsetR += texture.Height;
yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetR / EyeManager.PixelsPerMeter;
xOffset = (bounds.Width + sprite.Offset.X) / 2f - (float) texture.Width / EyeManager.PixelsPerMeter;
}
count++;
var position = new Vector2(xOffset, yOffset);
handle.DrawTexture(texture, position);
}
}
}
}