105 lines
4.3 KiB
C#
105 lines
4.3 KiB
C#
using Content.Client.Construction.UI;
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using Content.Client.Hands;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Screens;
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using Content.Client.Viewport;
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using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Configuration;
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using Robust.Shared.Timing;
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using Robust.Client.Player;
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using Robust.Client.GameObjects;
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namespace Content.Client.Gameplay
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{
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public sealed class GameplayState : GameplayStateBase, IMainViewportState
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerMan = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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protected override Type? LinkedScreenType => typeof(DefaultGameScreen);
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public static readonly Vector2i ViewportSize = (EyeManager.PixelsPerMeter * 21, EyeManager.PixelsPerMeter * 15);
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private FpsCounter _fpsCounter = default!;
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public MainViewport Viewport { get; private set; } = default!;
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public GameplayState()
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{
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IoCManager.InjectDependencies(this);
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}
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protected override void Startup()
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{
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base.Startup();
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Viewport = new MainViewport
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{
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Viewport =
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{
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ViewportSize = ViewportSize
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}
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};
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UserInterfaceManager.StateRoot.AddChild(Viewport);
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LayoutContainer.SetAnchorPreset(Viewport, LayoutContainer.LayoutPreset.Wide);
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Viewport.SetPositionFirst();
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_eyeManager.MainViewport = Viewport.Viewport;
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_overlayManager.AddOverlay(new ShowHandItemOverlay());
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_fpsCounter = new FpsCounter(_gameTiming);
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UserInterfaceManager.PopupRoot.AddChild(_fpsCounter);
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_fpsCounter.Visible = _configurationManager.GetCVar(CCVars.HudFpsCounterVisible);
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_configurationManager.OnValueChanged(CCVars.HudFpsCounterVisible, (show) => { _fpsCounter.Visible = show; });
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}
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protected override void Shutdown()
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{
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_overlayManager.RemoveOverlay<ShowHandItemOverlay>();
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base.Shutdown();
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Viewport.Dispose();
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// Clear viewport to some fallback, whatever.
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_eyeManager.MainViewport = UserInterfaceManager.MainViewport;
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_fpsCounter.Dispose();
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_uiManager.ClearWindows();
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}
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public override void FrameUpdate(FrameEventArgs e)
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{
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base.FrameUpdate(e);
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Viewport.Viewport.Eye = _eyeManager.CurrentEye;
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// verify that the current eye is not "null". Fuck IEyeManager.
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var ent = _playerMan.LocalPlayer?.ControlledEntity;
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if (_eyeManager.CurrentEye.Position != default || ent == null)
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return;
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_entMan.TryGetComponent(ent, out EyeComponent? eye);
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if (eye?.Eye == _eyeManager.CurrentEye
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&& _entMan.GetComponent<TransformComponent>(ent.Value).WorldPosition == default)
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return; // nothing to worry about, the player is just in null space... actually that is probably a problem?
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// Currently, this shouldn't happen. This likely happened because the main eye was set to null. When this
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// does happen it can create hard to troubleshoot bugs, so lets print some helpful warnings:
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Logger.Warning($"Main viewport's eye is in nullspace (main eye is null?). Attached entity: {_entMan.ToPrettyString(ent.Value)}. Entity has eye comp: {eye != null}");
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}
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protected override void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
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{
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if (args.Viewport == null)
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base.OnKeyBindStateChanged(new ViewportBoundKeyEventArgs(args.KeyEventArgs, Viewport.Viewport));
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else
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base.OnKeyBindStateChanged(args);
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}
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}
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}
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