Files
tbd-station-14/Content.Client/Shuttles/UI/NavScreen.xaml.cs
metalgearsloth c5486873db Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back

Just do it per-tile she'll be right, at least it's done with 1 draw call.

* Revamp shuttle console

* Bunch of cleanup work

* Lables sortito

* dok

* Pixel alignment and colours

* Fix a bunch of drawing bugs

* Shuttle map drawing

* Drawing fixes

* Map parallax working finally

* weh

* Commit all my stuff

* mic

* deez

* Update everything

* Xamlify everything

* uh

* Rudimentary blocker range

* My enemies have succeeded

* Bunch of changes to FTL

* Heaps of cleanup

* Fix FTL bugs

* FTL

* weewoo

* FTL fallback

* wew

* weh

* Basic FTL working

* FTL working

* FTL destination fixes

* a

* Exclusion zones

* Fix drawing / FTL

* Beacons working

* Coordinates drawing

* Fix unknown map names

* Dorks beginning

* State + docking cleanup start

* Basic dock drawing

* Bunch of drawing fixes

* Batching / color fixes

* Cleanup and beacons support

* weh

* weh

* Begin pings

* First draft at map objects

* Map fixup

* Faster drawing

* Fix perf + FTL

* Cached drawing

* Fix drawing

* Best I got

* strips

* Back to lists but with caching

* Final optimisation

* Fix dock bounds

* Docking work

* stinker

* kobolds

* Btns

* Docking vis working

* Fix docking pre-vis

* canasses

* Helldivers 2

* a

* Array life

* Fix

* Fix TODOs

* liltenhead feature club

* dorking

* Merge artifacts

* Last-minute touchup
2024-03-03 18:39:19 +11:00

86 lines
2.7 KiB
C#

using Content.Shared.Shuttles.BUIStates;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
namespace Content.Client.Shuttles.UI;
[GenerateTypedNameReferences]
public sealed partial class NavScreen : BoxContainer
{
[Dependency] private readonly IEntityManager _entManager = default!;
private SharedTransformSystem _xformSystem;
private EntityUid? _shuttleEntity;
public NavScreen()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_xformSystem = _entManager.System<SharedTransformSystem>();
IFFToggle.OnToggled += OnIFFTogglePressed;
IFFToggle.Pressed = NavRadar.ShowIFF;
DockToggle.OnToggled += OnDockTogglePressed;
DockToggle.Pressed = NavRadar.ShowDocks;
}
public void SetShuttle(EntityUid? shuttle)
{
_shuttleEntity = shuttle;
}
private void OnIFFTogglePressed(BaseButton.ButtonEventArgs args)
{
NavRadar.ShowIFF ^= true;
args.Button.Pressed = NavRadar.ShowIFF;
}
private void OnDockTogglePressed(BaseButton.ButtonEventArgs args)
{
NavRadar.ShowDocks ^= true;
args.Button.Pressed = NavRadar.ShowDocks;
}
public void UpdateState(NavInterfaceState scc)
{
NavRadar.UpdateState(scc);
}
public void SetMatrix(EntityCoordinates? coordinates, Angle? angle)
{
_shuttleEntity = coordinates?.EntityId;
NavRadar.SetMatrix(coordinates, angle);
}
protected override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
if (!_entManager.TryGetComponent(_shuttleEntity, out TransformComponent? gridXform) ||
!_entManager.TryGetComponent(_shuttleEntity, out PhysicsComponent? gridBody))
{
return;
}
var (_, worldRot, worldMatrix) = _xformSystem.GetWorldPositionRotationMatrix(gridXform);
var worldPos = worldMatrix.Transform(gridBody.LocalCenter);
// Get the positive reduced angle.
var displayRot = -worldRot.Reduced();
GridPosition.Text = $"{worldPos.X:0.0}, {worldPos.Y:0.0}";
GridOrientation.Text = $"{displayRot.Degrees:0.0}";
var gridVelocity = gridBody.LinearVelocity;
gridVelocity = displayRot.RotateVec(gridVelocity);
// Get linear velocity relative to the console entity
GridLinearVelocity.Text = $"{gridVelocity.X + 10f * float.Epsilon:0.0}, {gridVelocity.Y + 10f * float.Epsilon:0.0}";
GridAngularVelocity.Text = $"{-gridBody.AngularVelocity + 10f * float.Epsilon:0.0}";
}
}