Files
wwdpublic/Content.Client/StatusIcon/StatusIconOverlay.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

127 lines
4.7 KiB
C#

using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using System.Numerics;
namespace Content.Client.StatusIcon;
public sealed class StatusIconOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entity = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private readonly SpriteSystem _sprite;
private readonly TransformSystem _transform;
private readonly StatusIconSystem _statusIcon;
private readonly ShaderInstance _unshadedShader;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
internal StatusIconOverlay()
{
IoCManager.InjectDependencies(this);
_sprite = _entity.System<SpriteSystem>();
_transform = _entity.System<TransformSystem>();
_statusIcon = _entity.System<StatusIconSystem>();
_unshadedShader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var eyeRot = args.Viewport.Eye?.Rotation ?? default;
var xformQuery = _entity.GetEntityQuery<TransformComponent>();
var scaleMatrix = Matrix3Helpers.CreateScale(new Vector2(1, 1));
var rotationMatrix = Matrix3Helpers.CreateRotation(-eyeRot);
var query = _entity.AllEntityQueryEnumerator<StatusIconComponent, SpriteComponent, TransformComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var comp, out var sprite, out var xform, out var meta))
{
if (xform.MapID != args.MapId || !sprite.Visible)
continue;
var bounds = comp.Bounds ?? sprite.Bounds;
var worldPos = _transform.GetWorldPosition(xform, xformQuery);
if (!bounds.Translated(worldPos).Intersects(args.WorldAABB))
continue;
var icons = _statusIcon.GetStatusIcons(uid, meta);
if (icons.Count == 0)
continue;
var worldMatrix = Matrix3Helpers.CreateTranslation(worldPos);
var scaledWorld = Matrix3x2.Multiply(scaleMatrix, worldMatrix);
var matty = Matrix3x2.Multiply(rotationMatrix, scaledWorld);
handle.SetTransform(matty);
var countL = 0;
var countR = 0;
var accOffsetL = 0;
var accOffsetR = 0;
icons.Sort();
foreach (var proto in icons)
{
if (!_statusIcon.IsVisible((uid, meta), proto))
continue;
var curTime = _timing.RealTime;
var texture = _sprite.GetFrame(proto.Icon, curTime);
float yOffset;
float xOffset;
// the icons are ordered left to right, top to bottom.
// extra icons that don't fit are just cut off.
if (proto.LocationPreference == StatusIconLocationPreference.Left ||
proto.LocationPreference == StatusIconLocationPreference.None && countL <= countR)
{
if (accOffsetL + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
break;
if (proto.Layer == StatusIconLayer.Base)
{
accOffsetL += texture.Height;
countL++;
}
yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetL / EyeManager.PixelsPerMeter;
xOffset = -(bounds.Width + sprite.Offset.X) / 2f;
}
else
{
if (accOffsetR + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
break;
if (proto.Layer == StatusIconLayer.Base)
{
accOffsetR += texture.Height;
countR++;
}
yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetR / EyeManager.PixelsPerMeter;
xOffset = (bounds.Width + sprite.Offset.X) / 2f - (float) texture.Width / EyeManager.PixelsPerMeter;
}
if (proto.IsShaded)
handle.UseShader(null);
else
handle.UseShader(_unshadedShader);
var position = new Vector2(xOffset, yOffset);
handle.DrawTexture(texture, position);
}
handle.UseShader(null);
}
}
}