Files
tbd-station-14/Content.Client/DoAfter/DoAfterOverlay.cs
2022-08-13 14:32:23 +10:00

142 lines
5.2 KiB
C#

using Content.Client.Resources;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.DoAfter;
public sealed class DoAfterOverlay : Overlay
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private readonly SharedTransformSystem _transform;
private Texture _barTexture;
private ShaderInstance _shader;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public DoAfterOverlay()
{
IoCManager.InjectDependencies(this);
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
_barTexture = IoCManager.Resolve<IResourceCache>()
.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var scale = _configManager.GetCVar(CVars.DisplayUIScale);
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3.CreateRotation(-rotation);
handle.UseShader(_shader);
// TODO: Need active DoAfter component (or alternatively just make DoAfter itself active)
foreach (var comp in _entManager.EntityQuery<DoAfterComponent>(true))
{
if (comp.DoAfters.Count == 0 ||
!xformQuery.TryGetComponent(comp.Owner, out var xform) ||
xform.MapID != args.MapId)
{
continue;
}
var worldPosition = _transform.GetWorldPosition(xform);
if (!args.WorldAABB.Contains(worldPosition))
continue;
var index = 0;
var worldMatrix = Matrix3.CreateTranslation(worldPosition);
foreach (var (_, doAfter) in comp.DoAfters)
{
var elapsed = doAfter.Accumulator;
var displayRatio = MathF.Min(1.0f,
elapsed / doAfter.Delay);
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
var offset = _barTexture.Height / scale * index;
// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
// by the bar.
float yOffset;
if (spriteQuery.TryGetComponent(comp.Owner, out var sprite))
{
yOffset = sprite.Bounds.Height / 2f + 0.05f;
}
else
{
yOffset = 0.5f;
}
// Position above the entity (we've already applied the matrix transform to the entity itself)
// Offset by the texture size for every do_after we have.
var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
// Draw the underlying bar texture
handle.DrawTexture(_barTexture, position);
// Draw the bar itself
var cancelled = doAfter.Cancelled;
Color color;
const float flashTime = 0.125f;
// if we're cancelled then flick red / off.
if (cancelled)
{
var flash = Math.Floor(doAfter.CancelledAccumulator / flashTime) % 2 == 0;
color = new Color(1f, 0f, 0f, flash ? 1f : 0f);
}
else
{
color = GetProgressColor(displayRatio);
}
// Hardcoded width of the progress bar because it doesn't match the texture.
const float startX = 2f;
const float endX = 22f;
var xProgress = (endX - startX) * displayRatio + startX;
var box = new Box2(new Vector2(startX, 3f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 4f) / EyeManager.PixelsPerMeter);
box = box.Translated(position);
handle.DrawRect(box, color);
index++;
}
}
handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}
public static Color GetProgressColor(float progress)
{
if (progress >= 1.0f)
{
return new Color(0f, 1f, 0f);
}
// lerp
var hue = (5f / 18f) * progress;
return Color.FromHsv((hue, 1f, 0.75f, 1f));
}
}