Files
wwdpublic/Content.Client/Overlays/SaturationScaleOverlay.cs
2024-11-21 17:49:04 +07:00

55 lines
1.6 KiB
C#

using System.Numerics;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Content.Shared.Mood;
using Content.Shared.Overlays;
namespace Content.Client.Overlays;
public sealed class SaturationScaleOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] IEntityManager _entityManager = default!;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
private const float Saturation = 0.5f;
public SaturationScaleOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("SaturationScale").Instance().Duplicate();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (_playerManager.LocalEntity is not { Valid: true } player
|| !_entityManager.HasComponent<SaturationScaleOverlayComponent>(player))
return false;
return base.BeforeDraw(in args);
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture is null)
return;
_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader.SetParameter("saturation", Saturation);
var handle = args.WorldHandle;
handle.SetTransform(Matrix3x2.Identity);
handle.UseShader(_shader);
handle.DrawRect(args.WorldBounds, Color.White);
handle.UseShader(null);
}
}