* Various UI warnings cleanup * Revert unnecessary change * Redoing SpriteSystem as it's non-injectable * Missed one * Better entity instantiation * General cleanup of warnings changes * Wrong class name!
108 lines
3.9 KiB
C#
108 lines
3.9 KiB
C#
using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Systems.Gameplay;
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using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Client.UserInterface.Systems.Viewport;
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public sealed class ViewportUIController : UIController
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerMan = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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public static readonly Vector2i ViewportSize = (EyeManager.PixelsPerMeter * 21, EyeManager.PixelsPerMeter * 15);
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public const int ViewportHeight = 15;
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private MainViewport? Viewport => UIManager.ActiveScreen?.GetWidget<MainViewport>();
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public override void Initialize()
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{
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_configurationManager.OnValueChanged(CCVars.ViewportMinimumWidth, _ => UpdateViewportRatio());
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_configurationManager.OnValueChanged(CCVars.ViewportMaximumWidth, _ => UpdateViewportRatio());
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_configurationManager.OnValueChanged(CCVars.ViewportWidth, _ => UpdateViewportRatio());
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_configurationManager.OnValueChanged(CCVars.ViewportVerticalFit, _ => UpdateViewportRatio());
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var gameplayStateLoad = UIManager.GetUIController<GameplayStateLoadController>();
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gameplayStateLoad.OnScreenLoad += OnScreenLoad;
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}
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private void OnScreenLoad()
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{
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ReloadViewport();
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}
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private void UpdateViewportRatio()
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{
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if (Viewport == null)
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{
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return;
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}
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var min = _configurationManager.GetCVar(CCVars.ViewportMinimumWidth);
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var max = _configurationManager.GetCVar(CCVars.ViewportMaximumWidth);
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var width = _configurationManager.GetCVar(CCVars.ViewportWidth);
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var verticalfit = _configurationManager.GetCVar(CCVars.ViewportVerticalFit) && _configurationManager.GetCVar(CCVars.ViewportStretch);
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if (verticalfit)
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{
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width = max;
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}
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else if (width < min || width > max)
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{
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width = CCVars.ViewportWidth.DefaultValue;
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}
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Viewport.Viewport.ViewportSize = (EyeManager.PixelsPerMeter * width, EyeManager.PixelsPerMeter * ViewportHeight);
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Viewport.UpdateCfg();
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}
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public void ReloadViewport()
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{
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if (Viewport == null)
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{
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return;
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}
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UpdateViewportRatio();
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Viewport.Viewport.HorizontalExpand = true;
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Viewport.Viewport.VerticalExpand = true;
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_eyeManager.MainViewport = Viewport.Viewport;
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}
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public override void FrameUpdate(FrameEventArgs e)
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{
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if (Viewport == null)
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{
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return;
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}
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base.FrameUpdate(e);
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Viewport.Viewport.Eye = _eyeManager.CurrentEye;
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// verify that the current eye is not "null". Fuck IEyeManager.
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var ent = _playerMan.LocalEntity;
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if (_eyeManager.CurrentEye.Position != default || ent == null)
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return;
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_entMan.TryGetComponent(ent, out EyeComponent? eye);
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if (eye?.Eye == _eyeManager.CurrentEye
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&& _entMan.GetComponent<TransformComponent>(ent.Value).MapID == MapId.Nullspace)
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{
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// nothing to worry about, the player is just in null space... actually that is probably a problem?
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return;
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}
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// Currently, this shouldn't happen. This likely happened because the main eye was set to null. When this
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// does happen it can create hard to troubleshoot bugs, so lets print some helpful warnings:
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Logger.Warning($"Main viewport's eye is in nullspace (main eye is null?). Attached entity: {_entMan.ToPrettyString(ent.Value)}. Entity has eye comp: {eye != null}");
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}
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}
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