* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs. Setup InteractionSystem to use new directed events. * Update Submodule.
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using System.Collections.Generic;
|
|
using Content.Client.GameObjects.Components;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.Client.GameObjects.EntitySystems
|
|
{
|
|
[UsedImplicitly]
|
|
public sealed class WindowSystem : EntitySystem
|
|
{
|
|
private readonly Queue<IEntity> _dirtyEntities = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<WindowSmoothDirtyEvent>(HandleDirtyEvent);
|
|
}
|
|
|
|
private void HandleDirtyEvent(WindowSmoothDirtyEvent ev)
|
|
{
|
|
if (ev.Sender.HasComponent<WindowComponent>())
|
|
{
|
|
_dirtyEntities.Enqueue(ev.Sender);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|