Files
wwdpublic/Content.Client/UserInterface/Controls/MainViewport.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

159 lines
5.8 KiB
C#

using System.Numerics;
using Content.Client.Viewport;
using Content.Shared.CCVar;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Configuration;
namespace Content.Client.UserInterface.Controls
{
/// <summary>
/// Wrapper for <see cref="ScalingViewport"/> that listens to configuration variables.
/// Also does NN-snapping within tolerances.
/// </summary>
public sealed class MainViewport : UIWidget
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly ViewportManager _vpManager = default!;
public ScalingViewport Viewport { get; }
public MainViewport()
{
IoCManager.InjectDependencies(this);
Viewport = new ScalingViewport
{
AlwaysRender = true,
RenderScaleMode = ScalingViewportRenderScaleMode.CeilInt,
MouseFilter = MouseFilterMode.Stop
};
AddChild(Viewport);
}
protected override void EnteredTree()
{
base.EnteredTree();
_vpManager.AddViewport(this);
}
protected override void ExitedTree()
{
base.ExitedTree();
_vpManager.RemoveViewport(this);
}
public void UpdateCfg()
{
var stretch = _cfg.GetCVar(CCVars.ViewportStretch);
var renderScaleUp = _cfg.GetCVar(CCVars.ViewportScaleRender);
var fixedFactor = _cfg.GetCVar(CCVars.ViewportFixedScaleFactor);
var verticalFit = _cfg.GetCVar(CCVars.ViewportVerticalFit);
if (stretch)
{
var snapFactor = CalcSnappingFactor();
if (snapFactor == null)
{
// Did not find a snap, enable stretching.
Viewport.FixedStretchSize = null;
Viewport.StretchMode = ScalingViewportStretchMode.Bilinear;
Viewport.IgnoreDimension = verticalFit ? ScalingViewportIgnoreDimension.Horizontal : ScalingViewportIgnoreDimension.None;
if (renderScaleUp)
{
Viewport.RenderScaleMode = ScalingViewportRenderScaleMode.CeilInt;
}
else
{
Viewport.RenderScaleMode = ScalingViewportRenderScaleMode.Fixed;
Viewport.FixedRenderScale = 1;
}
return;
}
// Found snap, set fixed factor and run non-stretching code.
fixedFactor = snapFactor.Value;
}
Viewport.FixedStretchSize = Viewport.ViewportSize * fixedFactor;
Viewport.StretchMode = ScalingViewportStretchMode.Nearest;
if (renderScaleUp)
{
Viewport.RenderScaleMode = ScalingViewportRenderScaleMode.Fixed;
Viewport.FixedRenderScale = fixedFactor;
}
else
{
// Snapping but forced to render scale at scale 1 so...
// At least we can NN.
Viewport.RenderScaleMode = ScalingViewportRenderScaleMode.Fixed;
Viewport.FixedRenderScale = 1;
}
}
private int? CalcSnappingFactor()
{
// Margin tolerance is tolerance of "the window is too big"
// where we add a margin to the viewport to make it fit.
var cfgToleranceMargin = _cfg.GetCVar(CCVars.ViewportSnapToleranceMargin);
// Clip tolerance is tolerance of "the window is too small"
// where we are clipping the viewport to make it fit.
var cfgToleranceClip = _cfg.GetCVar(CCVars.ViewportSnapToleranceClip);
var cfgVerticalFit = _cfg.GetCVar(CCVars.ViewportVerticalFit);
// Calculate if the viewport, when rendered at an integer scale,
// is close enough to the control size to enable "snapping" to NN,
// potentially cutting a tiny bit off/leaving a margin.
//
// Idea here is that if you maximize the window at 1080p or 1440p
// we are close enough to an integer scale (2x and 3x resp) that we should "snap" to it.
// Just do it iteratively.
// I'm sure there's a smarter approach that needs one try with math but I'm dumb.
for (var i = 1; i <= 10; i++)
{
var toleranceMargin = i * cfgToleranceMargin;
var toleranceClip = i * cfgToleranceClip;
var scaled = (Vector2) Viewport.ViewportSize * i;
var (dx, dy) = PixelSize - scaled;
// The rule for which snap fits is that at LEAST one axis needs to be in the tolerance size wise.
// One axis MAY be larger but not smaller than tolerance.
// Obviously if it's too small it's bad, and if it's too big on both axis we should stretch up.
// Additionally, if the viewport's supposed to be vertically fit, then the horizontal scale should just be ignored where appropriate.
if ((Fits(dx) || cfgVerticalFit) && Fits(dy) || !cfgVerticalFit && Fits(dx) && Larger(dy) || Larger(dx) && Fits(dy))
{
// Found snap that fits.
return i;
}
bool Larger(float a)
{
return a > toleranceMargin;
}
bool Fits(float a)
{
return a <= toleranceMargin && a >= -toleranceClip;
}
}
return null;
}
protected override void Resized()
{
base.Resized();
UpdateCfg();
}
}
}