* Add mapping editor (#757) * Remove mapping actions, never again * Cleanup actions system * Jarvis, remove all references to CM14 * Fix InventoryUIController crashing when an InventoryGui is not found * Rename mapping1 to mapping * Clean up context calls * Add doc comments * Add delegate for hiding decals in the mapping screen * Jarvis mission failed * a * Add test * Fix not flushing save stream in mapping manager * change * Fix verbs * fixes * localise --------- Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
85 lines
2.5 KiB
C#
85 lines
2.5 KiB
C#
using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using static Content.Client.Mapping.MappingState;
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namespace Content.Client.Mapping;
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public sealed class MappingOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototypes = default!;
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// 1 off in case something else uses these colors since we use them to compare
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private static readonly Color PickColor = new(1, 255, 0);
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private static readonly Color DeleteColor = new(255, 1, 0);
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private readonly Dictionary<EntityUid, Color> _oldColors = new();
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private readonly MappingState _state;
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private readonly ShaderInstance _shader;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public MappingOverlay(MappingState state)
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{
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IoCManager.InjectDependencies(this);
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_state = state;
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_shader = _prototypes.Index<ShaderPrototype>("unshaded").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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foreach (var (id, color) in _oldColors)
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{
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if (!_entities.TryGetComponent(id, out SpriteComponent? sprite))
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continue;
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if (sprite.Color == DeleteColor || sprite.Color == PickColor)
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sprite.Color = color;
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}
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_oldColors.Clear();
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if (_player.LocalEntity == null)
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return;
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var handle = args.WorldHandle;
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handle.UseShader(_shader);
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switch (_state.State)
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{
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case CursorState.Pick:
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{
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if (_state.GetHoveredEntity() is { } entity &&
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_entities.TryGetComponent(entity, out SpriteComponent? sprite))
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{
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_oldColors[entity] = sprite.Color;
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sprite.Color = PickColor;
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}
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break;
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}
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case CursorState.Delete:
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{
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if (_state.GetHoveredEntity() is { } entity &&
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_entities.TryGetComponent(entity, out SpriteComponent? sprite))
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{
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_oldColors[entity] = sprite.Color;
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sprite.Color = DeleteColor;
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}
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break;
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}
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}
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handle.UseShader(null);
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}
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}
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