# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
123 lines
4.6 KiB
C#
123 lines
4.6 KiB
C#
using Content.Shared.StatusIcon;
|
|
using Content.Shared.StatusIcon.Components;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Shared.Enums;
|
|
using System.Numerics;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
|
|
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 = Matrix3.CreateScale(new Vector2(1, 1));
|
|
var rotationMatrix = Matrix3.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)
|
|
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 = Matrix3.CreateTranslation(worldPos);
|
|
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
|
|
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
|
|
handle.SetTransform(matty);
|
|
|
|
var countL = 0;
|
|
var countR = 0;
|
|
var accOffsetL = 0;
|
|
var accOffsetR = 0;
|
|
icons.Sort();
|
|
|
|
foreach (var proto in icons)
|
|
{
|
|
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 - proto.Offset) / 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 - proto.Offset) / 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);
|
|
}
|
|
}
|
|
}
|