Files
tbd-station-14/Content.Client/Window/WindowSystem.cs
Acruid 15fb554c28 Engine Entity Anchoring Changes (#4195)
* 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.
2021-06-19 19:41:26 -07:00

64 lines
1.8 KiB
C#

using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Client.Window
{
[UsedImplicitly]
public sealed class WindowSystem : EntitySystem
{
private readonly Queue<IEntity> _dirtyEntities = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WindowSmoothDirtyEvent>(HandleDirtyEvent);
SubscribeLocalEvent<WindowComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
}
private void HandleDirtyEvent(WindowSmoothDirtyEvent ev)
{
if (ev.Sender.HasComponent<WindowComponent>())
{
_dirtyEntities.Enqueue(ev.Sender);
}
}
private static void HandleAnchorChanged(EntityUid uid, WindowComponent component, AnchorStateChangedEvent args)
{
component.AnchorStateChanged();
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
// Performance: This could be spread over multiple updates, or made parallel.
while (_dirtyEntities.Count > 0)
{
var entity = _dirtyEntities.Dequeue();
if (entity.Deleted)
{
continue;
}
entity.GetComponent<WindowComponent>().UpdateSprite();
}
}
}
/// <summary>
/// Event raised by a <see cref="WindowComponent"/> when it needs to be recalculated.
/// </summary>
public sealed class WindowSmoothDirtyEvent : EntityEventArgs
{
public IEntity Sender { get; }
public WindowSmoothDirtyEvent(IEntity sender)
{
Sender = sender;
}
}
}