* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent. * Fixes power tests with new anchored requirements. * Moved AnchorableComponent into construction. AnchorableComponent now uses Transform.Anchored. * Fixed bug with nodes, power works again. * Adds lifetime stages to Component. * Update Engine to v0.4.70.
64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using System.Collections.Generic;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Window
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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, AnchorStateChangedEvent>(HandleAnchorChanged);
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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 HandleAnchorChanged(EntityUid uid, WindowComponent component, AnchorStateChangedEvent args)
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{
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component.AnchorStateChanged();
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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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