mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-17 05:27:38 +03:00
## Mirror of PR #25318: [Add a toggle for colorblind friendly progress bar colors](https://github.com/space-wizards/space-station-14/pull/25318) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `f3f4616c49317898aeeff304160b0b50df9ee851` PR opened by <img src="https://avatars.githubusercontent.com/u/98561806?v=4" width="16"/><a href="https://github.com/EmoGarbage404"> EmoGarbage404</a> at 2024-02-16 17:40:39 UTC PR merged by <img src="https://avatars.githubusercontent.com/u/19864447?v=4" width="16"/><a href="https://github.com/web-flow"> web-flow</a> at 2024-03-09 11:43:20 UTC --- PR changed 8 files with 169 additions and 84 deletions. The PR had the following labels: - Changes: UI - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > Adds a toggle in the accessibility menu that lets 'progress bars' (doafters, medhud) toggle between a standard rainbow palette and the colorblind-friendly Viridis palette. > > also makes the medhud bar unshaded to match the icon and to improve readability. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > Medical huds used a (frankly) bastardized version of Viridis without proper smoothing. Doafters used the standard rainbow palette but with actual smoothing. I personally don't really like the medhud colors, but i figured if i wanted to get rid of them it was best to unify and make it an option broadly so that people who needed it could get more use out of it. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > Makes a new static method in ProgressColorSystem that handles the CVAR. also adds a new checkbox to MiscTab.xaml > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > https://github.com/space-wizards/space-station-14/assets/98561806/743c2c31-6504-4693-ab6b-7f54e0d65e06 > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > 🆑 > - add: Added a new "colorblind friendly" toggle in the accessibility menu. This allows you to toggle between a standard and colorblind-friendly palette for things like progress bars and the medical HUD. > - tweak: The medical HUD is now bright, even in low light levels. > </details> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
156 lines
6.4 KiB
C#
156 lines
6.4 KiB
C#
using System.Numerics;
|
|
using Content.Shared.DoAfter;
|
|
using Content.Client.UserInterface.Systems;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Shared.Enums;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Client.DoAfter;
|
|
|
|
public sealed class DoAfterOverlay : Overlay
|
|
{
|
|
private readonly IEntityManager _entManager;
|
|
private readonly IGameTiming _timing;
|
|
private readonly IPlayerManager _player;
|
|
private readonly SharedTransformSystem _transform;
|
|
private readonly MetaDataSystem _meta;
|
|
private readonly ProgressColorSystem _progressColor;
|
|
|
|
private readonly Texture _barTexture;
|
|
private readonly ShaderInstance _shader;
|
|
|
|
/// <summary>
|
|
/// Flash time for cancelled DoAfters
|
|
/// </summary>
|
|
private const float FlashTime = 0.125f;
|
|
|
|
// Hardcoded width of the progress bar because it doesn't match the texture.
|
|
private const float StartX = 2;
|
|
private const float EndX = 22f;
|
|
|
|
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
|
|
|
|
public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IGameTiming timing, IPlayerManager player)
|
|
{
|
|
_entManager = entManager;
|
|
_timing = timing;
|
|
_player = player;
|
|
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
|
|
_meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
|
|
_progressColor = _entManager.System<ProgressColorSystem>();
|
|
var sprite = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
|
|
_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
|
|
|
|
_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
|
|
}
|
|
|
|
protected override void Draw(in OverlayDrawArgs args)
|
|
{
|
|
var handle = args.WorldHandle;
|
|
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
|
|
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
|
|
|
|
// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
|
|
const float scale = 1f;
|
|
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
|
|
var rotationMatrix = Matrix3.CreateRotation(-rotation);
|
|
handle.UseShader(_shader);
|
|
|
|
var curTime = _timing.CurTime;
|
|
|
|
var bounds = args.WorldAABB.Enlarged(5f);
|
|
var localEnt = _player.LocalSession?.AttachedEntity;
|
|
|
|
var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
|
|
var enumerator = _entManager.AllEntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent, SpriteComponent, TransformComponent>();
|
|
while (enumerator.MoveNext(out var uid, out _, out var comp, out var sprite, out var xform))
|
|
{
|
|
if (xform.MapID != args.MapId)
|
|
continue;
|
|
|
|
if (comp.DoAfters.Count == 0)
|
|
continue;
|
|
|
|
var worldPosition = _transform.GetWorldPosition(xform, xformQuery);
|
|
if (!bounds.Contains(worldPosition))
|
|
continue;
|
|
|
|
// If the entity is paused, we will draw the do-after as it was when the entity got paused.
|
|
var meta = metaQuery.GetComponent(uid);
|
|
var time = meta.EntityPaused
|
|
? curTime - _meta.GetPauseTime(uid, meta)
|
|
: curTime;
|
|
|
|
var worldMatrix = Matrix3.CreateTranslation(worldPosition);
|
|
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
|
|
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
|
|
handle.SetTransform(matty);
|
|
|
|
var offset = 0f;
|
|
|
|
foreach (var doAfter in comp.DoAfters.Values)
|
|
{
|
|
// Hide some DoAfters from other players for stealthy actions (ie: thieving gloves)
|
|
var alpha = 1f;
|
|
if (doAfter.Args.Hidden)
|
|
{
|
|
if (uid != localEnt)
|
|
continue;
|
|
|
|
// Hints to the local player that this do-after is not visible to other players.
|
|
alpha = 0.5f;
|
|
}
|
|
|
|
// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
|
|
// by the bar.
|
|
float yOffset = sprite.Bounds.Height / 2f + 0.05f;
|
|
|
|
// Position above the entity (we've already applied the matrix transform to the entity itself)
|
|
// Offset by the texture size for every do_after we have.
|
|
var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
|
|
yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
|
|
|
|
// Draw the underlying bar texture
|
|
handle.DrawTexture(_barTexture, position);
|
|
|
|
Color color;
|
|
float elapsedRatio;
|
|
|
|
// if we're cancelled then flick red / off.
|
|
if (doAfter.CancelledTime != null)
|
|
{
|
|
var elapsed = doAfter.CancelledTime.Value - doAfter.StartTime;
|
|
elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
|
|
var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
|
|
var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
|
|
color = GetProgressColor(0, flash ? alpha : 0);
|
|
}
|
|
else
|
|
{
|
|
var elapsed = time - doAfter.StartTime;
|
|
elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
|
|
color = GetProgressColor(elapsedRatio, alpha);
|
|
}
|
|
|
|
var xProgress = (EndX - StartX) * elapsedRatio + StartX;
|
|
var box = new Box2(new Vector2(StartX, 3f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 4f) / EyeManager.PixelsPerMeter);
|
|
box = box.Translated(position);
|
|
handle.DrawRect(box, color);
|
|
offset += _barTexture.Height / scale;
|
|
}
|
|
}
|
|
|
|
handle.UseShader(null);
|
|
handle.SetTransform(Matrix3.Identity);
|
|
}
|
|
|
|
public Color GetProgressColor(float progress, float alpha = 1f)
|
|
{
|
|
return _progressColor.GetProgressColor(progress).WithAlpha(alpha);
|
|
}
|
|
}
|