36 lines
1.5 KiB
C#
36 lines
1.5 KiB
C#
using Robust.Client.Graphics.Drawing;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Client.Interfaces.Graphics;
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using Robust.Shared.Maths;
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using System;
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namespace Robust.Client.UserInterface.Controls
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{
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public class CooldownGraphic : Control
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{
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public float Fraction { get; set; }
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protected override void Draw(DrawingHandleScreen handle)
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{
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const int maxSegments = 64;
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const float segment = MathHelper.TwoPi / maxSegments;
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var segments = (int)Math.Max(2, Math.Ceiling(maxSegments * Fraction)); // ensure that we always have at least 3 vertices
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var max = MathHelper.TwoPi * Fraction;
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var radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.875f; // 28/32 = 0.875 - 2 pixels inwards from the edge
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var ring_radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.5625f;
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Span <Vector2> vertices = stackalloc Vector2[segments * 2];
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var center = PixelPosition + SizeBox.Center;
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for (int i = 0; i < segments; i++)
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{
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var angle = MathHelper.Pi + Math.Min(max, segment * i);
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vertices[2*i] = center + new Vector2((float) Math.Sin(angle) * radius, (float) Math.Cos(angle) * radius);
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vertices[2*i + 1] = center + new Vector2((float) Math.Sin(angle) * ring_radius, (float) Math.Cos(angle) * ring_radius);
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleStrip, vertices, new Color(0.3f, 0.3f, 0.4f, 0.75f));
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}
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}
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}
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