* Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later
130 lines
4.9 KiB
C#
130 lines
4.9 KiB
C#
using Content.Shared.StatusIcon;
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using Content.Shared.StatusIcon.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using System.Numerics;
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namespace Content.Client.StatusIcon;
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public sealed class StatusIconOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
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[Dependency] private readonly IEntityManager _entity = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private readonly SpriteSystem _sprite;
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private readonly TransformSystem _transform;
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private readonly StatusIconSystem _statusIcon;
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private readonly ShaderInstance _unshadedShader;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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internal StatusIconOverlay()
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{
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IoCManager.InjectDependencies(this);
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_sprite = _entity.System<SpriteSystem>();
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_transform = _entity.System<TransformSystem>();
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_statusIcon = _entity.System<StatusIconSystem>();
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_unshadedShader = _prototype.Index(UnshadedShader).Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var handle = args.WorldHandle;
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var eyeRot = args.Viewport.Eye?.Rotation ?? default;
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var xformQuery = _entity.GetEntityQuery<TransformComponent>();
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var scaleMatrix = Matrix3Helpers.CreateScale(new Vector2(1, 1));
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var rotationMatrix = Matrix3Helpers.CreateRotation(-eyeRot);
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var query = _entity.AllEntityQueryEnumerator<StatusIconComponent, SpriteComponent, TransformComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var comp, out var sprite, out var xform, out var meta))
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{
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if (xform.MapID != args.MapId || !sprite.Visible)
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continue;
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var bounds = comp.Bounds ?? _sprite.GetLocalBounds((uid, sprite));
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var worldPos = _transform.GetWorldPosition(xform, xformQuery);
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if (!bounds.Translated(worldPos).Intersects(args.WorldAABB))
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continue;
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var icons = _statusIcon.GetStatusIcons(uid, meta);
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if (icons.Count == 0)
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continue;
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var worldMatrix = Matrix3Helpers.CreateTranslation(worldPos);
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var scaledWorld = Matrix3x2.Multiply(scaleMatrix, worldMatrix);
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var matty = Matrix3x2.Multiply(rotationMatrix, scaledWorld);
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handle.SetTransform(matty);
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var countL = 0;
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var countR = 0;
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var accOffsetL = 0;
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var accOffsetR = 0;
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icons.Sort();
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foreach (var proto in icons)
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{
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if (!_statusIcon.IsVisible((uid, meta), proto))
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continue;
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var curTime = _timing.RealTime;
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var texture = _sprite.GetFrame(proto.Icon, curTime);
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float yOffset;
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float xOffset;
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// the icons are ordered left to right, top to bottom.
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// extra icons that don't fit are just cut off.
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if (proto.LocationPreference == StatusIconLocationPreference.Left ||
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proto.LocationPreference == StatusIconLocationPreference.None && countL <= countR)
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{
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if (accOffsetL + texture.Height > _sprite.GetLocalBounds((uid, sprite)).Height * EyeManager.PixelsPerMeter)
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break;
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if (proto.Layer == StatusIconLayer.Base)
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{
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accOffsetL += texture.Height;
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countL++;
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}
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yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float)(accOffsetL - proto.Offset) / EyeManager.PixelsPerMeter;
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xOffset = -(bounds.Width + sprite.Offset.X) / 2f;
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}
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else
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{
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if (accOffsetR + texture.Height > _sprite.GetLocalBounds((uid, sprite)).Height * EyeManager.PixelsPerMeter)
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break;
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if (proto.Layer == StatusIconLayer.Base)
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{
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accOffsetR += texture.Height;
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countR++;
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}
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yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float)(accOffsetR - proto.Offset) / EyeManager.PixelsPerMeter;
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xOffset = (bounds.Width + sprite.Offset.X) / 2f - (float)texture.Width / EyeManager.PixelsPerMeter;
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}
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if (proto.IsShaded)
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handle.UseShader(null);
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else
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handle.UseShader(_unshadedShader);
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var position = new Vector2(xOffset, yOffset);
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handle.DrawTexture(texture, position);
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}
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handle.UseShader(null);
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handle.SetTransform(Matrix3x2.Identity);
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}
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}
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}
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