* Content.Client * Content.Benchmarks * Content.IntegrationTests * Content.Server * Content.Server.Database * Content.Shared * Content.Tests * Merge fixes Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
61 lines
1.7 KiB
C#
61 lines
1.7 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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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.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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}
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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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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 : EntitySystemMessage
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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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