Parallax refactors (#7654)
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148
Content.Client/Parallax/Data/GeneratedParallaxTextureSource.cs
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148
Content.Client/Parallax/Data/GeneratedParallaxTextureSource.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Nett;
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using Content.Shared;
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using Content.Shared.CCVar;
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using Content.Client.Resources;
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using Content.Client.IoC;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Utility;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Content.Client.Parallax.Data;
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[UsedImplicitly]
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[DataDefinition]
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public sealed class GeneratedParallaxTextureSource : IParallaxTextureSource
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{
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/// <summary>
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/// Parallax config path (the TOML file).
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/// In client resources.
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/// </summary>
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[DataField("configPath")]
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public ResourcePath ParallaxConfigPath { get; } = new("/parallax_config.toml");
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/// <summary>
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/// ID for debugging, caching, and so forth.
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/// The empty string here is reserved for the original parallax.
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/// It is advisible to provide a roughly unique ID for any unique config contents.
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/// </summary>
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[DataField("id")]
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public string Identifier { get; } = "other";
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/// <summary>
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/// Cached path.
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/// In user directory.
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/// </summary>
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private ResourcePath ParallaxCachedImagePath => new($"/parallax_{Identifier}cache.png");
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/// <summary>
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/// Old parallax config path (for checking for parallax updates).
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/// In user directory.
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/// </summary>
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private ResourcePath PreviousParallaxConfigPath => new($"/parallax_{Identifier}config_old");
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async Task<Texture> IParallaxTextureSource.GenerateTexture(CancellationToken cancel = default)
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{
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var parallaxConfig = GetParallaxConfig();
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if (parallaxConfig == null)
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{
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Logger.ErrorS("parallax", $"Parallax config not found or unreadable: {ParallaxConfigPath}");
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// The show must go on.
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return Texture.Transparent;
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}
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var debugParallax = IoCManager.Resolve<IConfigurationManager>().GetCVar(CCVars.ParallaxDebug);
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if (debugParallax
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|| !StaticIoC.ResC.UserData.TryReadAllText(PreviousParallaxConfigPath, out var previousParallaxConfig)
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|| previousParallaxConfig != parallaxConfig)
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{
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var table = Toml.ReadString(parallaxConfig);
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await UpdateCachedTexture(table, debugParallax, cancel);
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//Update the previous config
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using var writer = StaticIoC.ResC.UserData.OpenWriteText(PreviousParallaxConfigPath);
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writer.Write(parallaxConfig);
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}
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try
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{
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return GetCachedTexture();
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}
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catch (Exception ex)
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{
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Logger.ErrorS("parallax", $"Couldn't retrieve parallax cached texture: {ex}");
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// The show must go on.
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try
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{
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// Also try to at least sort of fix this if we've been fooled by a config backup
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StaticIoC.ResC.UserData.Delete(PreviousParallaxConfigPath);
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}
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catch (Exception)
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{
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}
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return Texture.Transparent;
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}
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}
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private async Task UpdateCachedTexture(TomlTable config, bool saveDebugLayers, CancellationToken cancel = default)
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{
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var debugImages = saveDebugLayers ? new List<Image<Rgba32>>() : null;
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var sawmill = IoCManager.Resolve<ILogManager>().GetSawmill("parallax");
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// Generate the parallax in the thread pool.
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using var newParallexImage = await Task.Run(() =>
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ParallaxGenerator.GenerateParallax(config, new Size(1920, 1080), sawmill, debugImages, cancel), cancel);
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// And load it in the main thread for safety reasons.
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// But before spending time saving it, make sure to exit out early if it's not wanted.
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cancel.ThrowIfCancellationRequested();
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// Store it and CRC so further game starts don't need to regenerate it.
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using var imageStream = StaticIoC.ResC.UserData.OpenWrite(ParallaxCachedImagePath);
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newParallexImage.SaveAsPng(imageStream);
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if (saveDebugLayers)
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{
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for (var i = 0; i < debugImages!.Count; i++)
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{
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var debugImage = debugImages[i];
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using var debugImageStream = StaticIoC.ResC.UserData.OpenWrite(new ResourcePath($"/parallax_{Identifier}debug_{i}.png"));
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debugImage.SaveAsPng(debugImageStream);
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}
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}
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}
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private Texture GetCachedTexture()
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{
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using var imageStream = StaticIoC.ResC.UserData.OpenRead(ParallaxCachedImagePath);
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return Texture.LoadFromPNGStream(imageStream, "Parallax");
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}
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private string? GetParallaxConfig()
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{
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if (!StaticIoC.ResC.TryContentFileRead(ParallaxConfigPath, out var configStream))
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{
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return null;
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}
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using var configReader = new StreamReader(configStream, EncodingHelpers.UTF8);
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return configReader.ReadToEnd().Replace(Environment.NewLine, "\n");
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}
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}
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19
Content.Client/Parallax/Data/IParallaxTextureSource.cs
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19
Content.Client/Parallax/Data/IParallaxTextureSource.cs
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using System.Threading;
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using System.Threading.Tasks;
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using System.Collections.Generic;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Client.Graphics;
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namespace Content.Client.Parallax.Data
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{
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[ImplicitDataDefinitionForInheritors]
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public interface IParallaxTextureSource
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{
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/// <summary>
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/// Generates or loads the texture.
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/// Note that this should be cached, but not necessarily *here*.
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/// </summary>
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Task<Texture> GenerateTexture(CancellationToken cancel = default);
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}
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}
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29
Content.Client/Parallax/Data/ImageParallaxTextureSource.cs
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29
Content.Client/Parallax/Data/ImageParallaxTextureSource.cs
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using System.Threading;
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using System.Threading.Tasks;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Content.Client.Resources;
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using Content.Client.IoC;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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namespace Content.Client.Parallax.Data;
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[UsedImplicitly]
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[DataDefinition]
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public sealed class ImageParallaxTextureSource : IParallaxTextureSource
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{
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/// <summary>
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/// Texture path.
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/// </summary>
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[DataField("path", required: true)]
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public ResourcePath Path { get; } = default!;
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async Task<Texture> IParallaxTextureSource.GenerateTexture(CancellationToken cancel = default)
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{
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return StaticIoC.ResC.GetTexture(Path);
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}
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}
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66
Content.Client/Parallax/Data/ParallaxLayerConfig.cs
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66
Content.Client/Parallax/Data/ParallaxLayerConfig.cs
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using System;
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using Robust.Client.Graphics;
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using Content.Client.Parallax.Data;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Parallax.Data;
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/// <summary>
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/// The configuration for a parallax layer.
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/// </summary>
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[DataDefinition]
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public sealed class ParallaxLayerConfig
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{
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/// <summary>
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/// The texture source for this layer.
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/// </summary>
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[DataField("texture", required: true)]
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public IParallaxTextureSource Texture { get; set; } = default!;
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/// <summary>
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/// A scaling factor for the texture.
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/// In the interest of simplifying maths, this is rounded down to integer for ParallaxControl, so be careful.
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/// </summary>
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[DataField("scale")]
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public Vector2 Scale { get; set; } = Vector2.One;
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/// <summary>
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/// If true, this layer is tiled as the camera scrolls around.
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/// If false, this layer only shows up around it's home position.
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/// </summary>
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[DataField("tiled")]
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public bool Tiled { get; set; } = true;
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/// <summary>
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/// A position relative to the centre of a ParallaxControl that this parallax should be drawn at, in pixels.
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/// Used for menus.
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/// Note that this is ignored if the parallax layer is tiled - in that event a random pixel offset is used and slowness is applied.
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/// </summary>
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[DataField("controlHomePosition")]
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public Vector2 ControlHomePosition { get; set; }
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/// <summary>
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/// The "relative to ParallaxAnchor" starting world position for this layer.
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/// Essentially, an unclamped lerp occurs between here and the eye position, with Slowness as the factor.
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/// Used for in-game.
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/// </summary>
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[DataField("worldHomePosition")]
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public Vector2 WorldHomePosition { get; set; }
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/// <summary>
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/// An adjustment performed to the world position of this layer after parallax shifting.
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/// Used for in-game.
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/// Useful for moving around Slowness = 1.0 objects (which can't otherwise be moved from screen centre).
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/// </summary>
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[DataField("worldAdjustPosition")]
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public Vector2 WorldAdjustPosition { get; set; }
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/// <summary>
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/// Multiplier of parallax shift.
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/// A slowness of 0.0f anchors this layer to the world.
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/// A slowness of 1.0f anchors this layer to the camera.
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/// </summary>
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[DataField("slowness")]
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public float Slowness { get; set; } = 0.5f;
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}
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37
Content.Client/Parallax/Data/ParallaxPrototype.cs
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37
Content.Client/Parallax/Data/ParallaxPrototype.cs
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using System.Collections.Generic;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.Utility;
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namespace Content.Client.Parallax.Data;
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/// <summary>
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/// Prototype data for a parallax.
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/// </summary>
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[Prototype("parallax")]
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public sealed class ParallaxPrototype : IPrototype
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{
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/// <inheritdoc/>
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[IdDataFieldAttribute]
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public string ID { get; } = default!;
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/// <summary>
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/// Parallax layers.
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/// </summary>
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[DataField("layers")]
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public List<ParallaxLayerConfig> Layers { get; } = new();
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/// <summary>
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/// Parallax layers, low-quality.
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/// </summary>
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[DataField("layersLQ")]
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public List<ParallaxLayerConfig> LayersLQ { get; } = new();
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/// <summary>
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/// If low-quality layers don't exist for this parallax and high-quality should be used instead.
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/// </summary>
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[DataField("layersLQUseHQ")]
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public bool LayersLQUseHQ { get; } = true;
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}
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