Files
tbd-station-14/Content.Client/Window/WindowSystem.cs
2021-08-21 11:49:31 +02:00

64 lines
1.8 KiB
C#

using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Client.Window
{
[UsedImplicitly]
public sealed class WindowSystem : EntitySystem
{
private readonly Queue<IEntity> _dirtyEntities = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WindowSmoothDirtyEvent>(HandleDirtyEvent);
SubscribeLocalEvent<WindowComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
}
private void HandleDirtyEvent(WindowSmoothDirtyEvent ev)
{
if (ev.Sender.HasComponent<WindowComponent>())
{
_dirtyEntities.Enqueue(ev.Sender);
}
}
private static void HandleAnchorChanged(EntityUid uid, WindowComponent component, ref AnchorStateChangedEvent args)
{
component.AnchorStateChanged();
}
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;
}
}
}