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* mass clean up
(cherry picked from commit 12bb873b02c1ef50e20763542b030452cc0613da)
* Revert "Centrifuge buff (#393)"
This reverts commit 2a59a18230.
(cherry picked from commit 9ee495ab4bb365e1ccd3dc627ecb55114fea6944)
* Shoving merge conflict
* fix rich traitor
* fix test
* yml
* fix test
* fix test
* ohh
105 lines
3.8 KiB
C#
105 lines
3.8 KiB
C#
using System.Numerics;
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using Content.Client.Parallax.Managers;
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using Content.Shared._White.CCVar;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Configuration;
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namespace Content.Client.Parallax;
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/// <summary>
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/// Renders the parallax background as a UI control.
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/// </summary>
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public sealed class ParallaxControl : Control
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IParallaxManager _parallaxManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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//WD EDIT START
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IClyde _clyde = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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private IRenderTexture? _buffer;
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private ShaderInstance _grainShader;
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//WD EDIT END
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[ViewVariables(VVAccess.ReadWrite)] public Vector2 Offset { get; set; }
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public ParallaxControl()
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{
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IoCManager.InjectDependencies(this);
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Offset = new Vector2(_random.Next(0, 1000), _random.Next(0, 1000));
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RectClipContent = true;
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_parallaxManager.LoadParallaxByName("FastSpace");
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//WD EDIT START
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_grainShader = _prototype.Index<ShaderPrototype>("Grain").Instance().Duplicate();
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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_buffer?.Dispose();
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}
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protected override void Resized()
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{
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base.Resized();
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_buffer?.Dispose();
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_buffer = _clyde.CreateRenderTarget(PixelSize, RenderTargetColorFormat.Rgba8Srgb, default, "parallax");
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}
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//WD EDIT END
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protected override void Draw(DrawingHandleScreen handle)
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{
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foreach (var layer in _parallaxManager.GetParallaxLayers("FastSpace"))
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{
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var tex = layer.Texture;
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var texSize = (tex.Size.X * (int) Size.X, tex.Size.Y * (int) Size.X) * layer.Config.Scale.Floored() / 1920;
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var ourSize = PixelSize;
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var currentTime = (float) _timing.RealTime.TotalSeconds;
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var offset = Offset + new Vector2(currentTime * 100f, currentTime * 0f);
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if (layer.Config.Tiled)
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{
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// Multiply offset by slowness to match normal parallax
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var scaledOffset = (offset * layer.Config.Slowness).Floored();
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// Then modulo the scaled offset by the size to prevent drawing a bunch of offscreen tiles for really small images.
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scaledOffset.X %= texSize.X;
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scaledOffset.Y %= texSize.Y;
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// Note: scaledOffset must never be below 0 or there will be visual issues.
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// It could be allowed to be >= texSize on a given axis but that would be wasteful.
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for (var x = -scaledOffset.X; x < ourSize.X; x += texSize.X)
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{
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for (var y = -scaledOffset.Y; y < ourSize.Y; y += texSize.Y)
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{
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handle.DrawTextureRect(tex, UIBox2.FromDimensions(new Vector2(x, y), texSize));
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}
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}
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}
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else
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{
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var origin = ((ourSize - texSize) / 2) + layer.Config.ControlHomePosition;
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handle.DrawTextureRect(tex, UIBox2.FromDimensions(origin, texSize));
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}
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}
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//WD EDIT START
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_grainShader.SetParameter("SCREEN_TEXTURE", _buffer!.Texture);
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_grainShader.SetParameter("strength", _cfg.GetCVar(WhiteCVars.FilmGrainStrength) + 50.0f);
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handle.UseShader(_grainShader);
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handle.DrawTextureRect(_buffer.Texture, PixelSizeBox);
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handle.UseShader(null);
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//WD EDIT END
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}
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}
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