Files
tbd-station-14/Content.Client/Parallax/ParallaxControl.cs
metalgearsloth 4a09ef80ad Scrolling menu parallax + less tiling (#9764)
* Scrolling parallax

* unnecessary field

* Load fastspace
2022-07-25 15:31:19 +10:00

70 lines
2.6 KiB
C#

using Content.Client.Parallax.Managers;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Client.Parallax;
/// <summary>
/// Renders the parallax background as a UI control.
/// </summary>
public sealed class ParallaxControl : Control
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IParallaxManager _parallaxManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[ViewVariables(VVAccess.ReadWrite)] public Vector2 Offset { get; set; }
public ParallaxControl()
{
IoCManager.InjectDependencies(this);
Offset = (_random.Next(0, 1000), _random.Next(0, 1000));
RectClipContent = true;
_parallaxManager.LoadParallaxByName("FastSpace");
}
protected override void Draw(DrawingHandleScreen handle)
{
foreach (var layer in _parallaxManager.GetParallaxLayers("FastSpace"))
{
var tex = layer.Texture;
var texSize = (tex.Size.X * (int) Size.X, tex.Size.Y * (int) Size.X) * layer.Config.Scale.Floored() / 540;
var ourSize = PixelSize;
var currentTime = (float) _timing.RealTime.TotalSeconds;
var offset = Offset + new Vector2(currentTime * 100f, currentTime * 0f);
if (layer.Config.Tiled)
{
// Multiply offset by slowness to match normal parallax
var scaledOffset = (offset * layer.Config.Slowness).Floored();
// Then modulo the scaled offset by the size to prevent drawing a bunch of offscreen tiles for really small images.
scaledOffset.X %= texSize.X;
scaledOffset.Y %= texSize.Y;
// Note: scaledOffset must never be below 0 or there will be visual issues.
// It could be allowed to be >= texSize on a given axis but that would be wasteful.
for (var x = -scaledOffset.X; x < ourSize.X; x += texSize.X)
{
for (var y = -scaledOffset.Y; y < ourSize.Y; y += texSize.Y)
{
handle.DrawTextureRect(tex, UIBox2.FromDimensions((x, y), texSize));
}
}
}
else
{
var origin = ((ourSize - texSize) / 2) + layer.Config.ControlHomePosition;
handle.DrawTextureRect(tex, UIBox2.FromDimensions(origin, texSize));
}
}
}
}