mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
Move parts of SpriteComponent to SpriteSystem (#5602)
* Partial sprite component ECS * release notes * tests * Why * SetSnapCardinals * NoRotation * DirectionOverride * This is why I love distinct overrides that take in object * LayerSetData * ISerializationHooks continue to haunt me * Relocate SetShader * LayerSetSprite * LayerSetTexture * yipeeeee * LayerSetRsi * Remove GetFallbackState * LayerSet Scale,Rotation,Color,Visible * Fix LayerSetRsi * LayerSetOffset * LayerSetDirOffset * Add overrides that take in a Layer * LayerSetAnimationTime * LayerSetRenderingStrategy * Reduce Resolves, Add Layer.Index * Access * Try fix NREs * Asserts * LayerGetState * Cleanup * Merge helper partial classes * partial rendering * GetLayerDirectionCount * Cache local bounds * RenderLayer * RefreshCachedState * RoundToCardinalAngle * Fix the pr * Fix debug assert --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -48,6 +48,7 @@ END TEMPLATE-->
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### Other
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* The yaml prototype id serialiser now provides better feedback when trying to validate an id for a prototype kind that has been ignored via `IPrototypeManager.RegisterIgnore()`
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* Several SpriteComponent methods have been marked as obsolete, and should be replaced with new methods in SpriteSystem.
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### Internal
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@@ -2,6 +2,7 @@ using System.Numerics;
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using Robust.Client.GameObjects;
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using Robust.Shared.ComponentTrees;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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@@ -9,25 +10,7 @@ namespace Robust.Client.ComponentTrees;
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public sealed class SpriteTreeSystem : ComponentTreeSystem<SpriteTreeComponent, SpriteComponent>
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpriteComponent, QueueSpriteTreeUpdateEvent>(OnQueueUpdate);
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}
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private void OnQueueUpdate(EntityUid uid, SpriteComponent component, ref QueueSpriteTreeUpdateEvent args)
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=> QueueTreeUpdate(uid, component, args.Xform);
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// TODO remove this when finally ECSing sprite components
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[ByRefEvent]
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internal readonly struct QueueSpriteTreeUpdateEvent
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{
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public readonly TransformComponent Xform;
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public QueueSpriteTreeUpdateEvent(TransformComponent xform)
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{
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Xform = xform;
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}
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}
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[Dependency] private readonly SpriteSystem _sprite = default!;
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#region Component Tree Overrides
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protected override bool DoFrameUpdate => true;
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@@ -36,6 +19,11 @@ public sealed class SpriteTreeSystem : ComponentTreeSystem<SpriteTreeComponent,
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protected override int InitialCapacity => 1024;
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protected override Box2 ExtractAabb(in ComponentTreeEntry<SpriteComponent> entry, Vector2 pos, Angle rot)
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=> entry.Component.CalculateRotatedBoundingBox(pos, rot, default).CalcBoundingBox();
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{
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// TODO SPRITE optimize this
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// Because the just take the BB of the rotated BB, I'mt pretty sure we do a lot of unnecessary maths.
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return _sprite.CalculateBounds((entry.Uid, entry.Component), pos, rot, default).CalcBoundingBox();
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}
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#endregion
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}
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@@ -1,9 +1,11 @@
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using Robust.Shared.GameObjects;
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Robust.Client.GameObjects
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{
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[Obsolete]
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public partial interface IRenderableComponent : IComponent
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{
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int DrawDepth { get; set; }
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@@ -1,6 +1,5 @@
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using System.Numerics;
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using Robust.Client.Graphics;
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using Robust.Shared.Graphics;
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using Robust.Shared.Graphics.RSI;
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using Robust.Shared.Maths;
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File diff suppressed because it is too large
Load Diff
149
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Bounds.cs
Normal file
149
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Bounds.cs
Normal file
@@ -0,0 +1,149 @@
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using System;
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using System.Linq;
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using System.Numerics;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Graphics.RSI;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Robust.Client.GameObjects;
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// This partial class contains code related to updating a sprites bounding boxes and its position in the sprite tree.
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public sealed partial class SpriteSystem
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{
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/// <summary>
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/// Get a sprite's local bounding box. The returned bounds do factor in the sprite's scale but not the rotation or
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/// offset.
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/// </summary>
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public Box2 GetLocalBounds(Entity<SpriteComponent> sprite)
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{
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if (!sprite.Comp.BoundsDirty)
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{
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DebugTools.Assert(sprite.Comp.Layers.All(x => !x.BoundsDirty || !x.Drawn));
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return sprite.Comp._bounds;
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}
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var bounds = new Box2();
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foreach (var layer in sprite.Comp.Layers)
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{
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if (layer.Drawn)
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bounds = bounds.Union(GetLocalBounds(layer));
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}
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sprite.Comp._bounds = bounds;
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sprite.Comp.BoundsDirty = false;
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return sprite.Comp._bounds;
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}
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/// <summary>
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/// Get a layer's local bounding box relative to its owning sprite. Unlike the sprite variant of this method, this
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/// does account for the layer's rotation and offset.
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/// </summary>
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public Box2 GetLocalBounds(Layer layer)
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{
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if (!layer.BoundsDirty)
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return layer.Bounds;
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layer.Bounds = CalculateLocalBounds(layer);
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layer.BoundsDirty = false;
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return layer.Bounds;
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}
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internal Box2 CalculateLocalBounds(Layer layer)
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{
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if (layer.Blank || layer.CopyToShaderParameters == null)
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return Box2.Empty;
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var textureSize = (Vector2) layer.PixelSize / EyeManager.PixelsPerMeter;
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var longestSide = MathF.Max(textureSize.X, textureSize.Y);
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var longestRotatedSide = Math.Max(longestSide, (textureSize.X + textureSize.Y) / MathF.Sqrt(2));
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Vector2 size;
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var sprite = layer.Owner.Comp;
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// If this layer has any form of arbitrary rotation, return a bounding box big enough to cover
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// any possible rotation.
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if (layer._rotation != 0)
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{
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size = new Vector2(longestRotatedSide, longestRotatedSide);
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return Box2.CenteredAround(layer.Offset, size * layer._scale);
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}
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var snapToCardinals = sprite.SnapCardinals;
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if (sprite.GranularLayersRendering && layer.RenderingStrategy != LayerRenderingStrategy.UseSpriteStrategy)
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{
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snapToCardinals = layer.RenderingStrategy == LayerRenderingStrategy.SnapToCardinals;
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}
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if (snapToCardinals)
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{
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// Snapping to cardinals only makes sense for 1-directional layers/sprites
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DebugTools.Assert(layer._actualState == null || layer._actualState.RsiDirections == RsiDirectionType.Dir1);
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// We won't know the actual direction it snaps to, so we ahve to assume the box is given by the longest side.
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size = new Vector2(longestSide, longestSide);
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return Box2.CenteredAround(layer.Offset, size * layer._scale);
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}
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// Build the bounding box based on how many directions the sprite has
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size = (layer._actualState?.RsiDirections) switch
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{
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RsiDirectionType.Dir4 => new Vector2(longestSide, longestSide),
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RsiDirectionType.Dir8 => new Vector2(longestRotatedSide, longestRotatedSide),
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_ => textureSize
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};
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return Box2.CenteredAround(layer.Offset, size * layer._scale);
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}
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/// <summary>
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/// Gets a sprite's bounding box in world coordinates.
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/// </summary>
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public Box2Rotated CalculateBounds(Entity<SpriteComponent> sprite, Vector2 worldPos, Angle worldRot, Angle eyeRot)
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{
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// fast check for invisible sprites
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if (!sprite.Comp.Visible || sprite.Comp.Layers.Count == 0)
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return new Box2Rotated(new Box2(worldPos, worldPos), Angle.Zero, worldPos);
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// We need to modify world rotation so that it lies between 0 and 2pi.
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// This matters for 4 or 8 directional sprites deciding which quadrant (octant?) they lie in.
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// the 0->2pi convention is set by the sprite-rendering code that selects the layers.
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// See RenderInternal().
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worldRot = worldRot.Reduced();
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if (worldRot.Theta < 0)
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worldRot = new Angle(worldRot.Theta + Math.Tau);
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// Next, what we do is take the box2 and apply the sprite's transform, and then the entity's transform. We
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// could do this via Matrix3.TransformBox, but that only yields bounding boxes. So instead we manually
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// transform our box by the combination of these matrices:
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var finalRotation = sprite.Comp.NoRotation
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? sprite.Comp.Rotation - eyeRot
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: sprite.Comp.Rotation + worldRot;
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var bounds = GetLocalBounds(sprite);
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// slightly faster path if offset == 0 (true for 99.9% of sprites)
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if (sprite.Comp.Offset == Vector2.Zero)
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return new Box2Rotated(bounds.Translated(worldPos), finalRotation, worldPos);
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var adjustedOffset = sprite.Comp.NoRotation
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? (-eyeRot).RotateVec(sprite.Comp.Offset)
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: worldRot.RotateVec(sprite.Comp.Offset);
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var position = adjustedOffset + worldPos;
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return new Box2Rotated(bounds.Translated(position), finalRotation, position);
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}
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private void DirtyBounds(Entity<SpriteComponent> sprite)
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{
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sprite.Comp.BoundsDirty = true;
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foreach (var layer in sprite.Comp.Layers)
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{
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layer.BoundsDirty = true;
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}
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}
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}
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@@ -1,4 +1,8 @@
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using System.Linq;
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Robust.Client.GameObjects;
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@@ -41,4 +45,66 @@ public sealed partial class SpriteSystem
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layer.AnimationTimeLeft = (float) -(time % state.TotalDelay);
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layer.AnimationFrame = 0;
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}
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public void CopySprite(Entity<SpriteComponent?> source, Entity<SpriteComponent?> target)
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{
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if (!Resolve(source.Owner, ref source.Comp))
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return;
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if (!Resolve(target.Owner, ref target.Comp))
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return;
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target.Comp._baseRsi = source.Comp._baseRsi;
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target.Comp._bounds = source.Comp._bounds;
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target.Comp._visible = source.Comp._visible;
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target.Comp.color = source.Comp.color;
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target.Comp.offset = source.Comp.offset;
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target.Comp.rotation = source.Comp.rotation;
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target.Comp.scale = source.Comp.scale;
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target.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
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in target.Comp.offset,
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in target.Comp.rotation,
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in target
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.Comp.scale);
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target.Comp.drawDepth = source.Comp.drawDepth;
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target.Comp.NoRotation = source.Comp.NoRotation;
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target.Comp.DirectionOverride = source.Comp.DirectionOverride;
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target.Comp.EnableDirectionOverride = source.Comp.EnableDirectionOverride;
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target.Comp.Layers = new List<SpriteComponent.Layer>(source.Comp.Layers.Count);
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foreach (var otherLayer in source.Comp.Layers)
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{
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var layer = new SpriteComponent.Layer(otherLayer, target.Comp);
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layer.Index = target.Comp.Layers.Count;
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layer.Owner = target!;
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target.Comp.Layers.Add(layer);
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}
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target.Comp.IsInert = source.Comp.IsInert;
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target.Comp.LayerMap = source.Comp.LayerMap.ShallowClone();
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target.Comp.PostShader = source.Comp.PostShader is {Mutable: true}
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? source.Comp.PostShader.Duplicate()
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: source.Comp.PostShader;
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target.Comp.RenderOrder = source.Comp.RenderOrder;
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target.Comp.GranularLayersRendering = source.Comp.GranularLayersRendering;
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DirtyBounds(target!);
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_tree.QueueTreeUpdate(target!);
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}
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/// <summary>
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/// Adds a sprite to a queue that will update <see cref="SpriteComponent.IsInert"/> next frame.
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/// </summary>
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public void QueueUpdateIsInert(Entity<SpriteComponent> sprite)
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{
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if (sprite.Comp._inertUpdateQueued)
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return;
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sprite.Comp._inertUpdateQueued = true;
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_inertUpdateQueue.Enqueue(sprite);
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}
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[Obsolete("Use QueueUpdateIsInert")]
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public void QueueUpdateInert(EntityUid uid, SpriteComponent sprite) => QueueUpdateIsInert(new (uid, sprite));
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}
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@@ -1,11 +1,153 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Robust.Client.GameObjects;
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// This partial class contains various public helper methods, including methods for extracting textures/icons from
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// sprite specifiers and entity prototypes.
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public sealed partial class SpriteSystem
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{
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private readonly Dictionary<string, IRsiStateLike> _cachedPrototypeIcons = new();
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public Texture Frame0(EntityPrototype prototype)
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{
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return GetPrototypeIcon(prototype).Default;
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}
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public Texture Frame0(SpriteSpecifier specifier)
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{
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return RsiStateLike(specifier).Default;
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}
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public IRsiStateLike RsiStateLike(SpriteSpecifier specifier)
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{
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switch (specifier)
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{
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case SpriteSpecifier.Texture tex:
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return GetTexture(tex);
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case SpriteSpecifier.Rsi rsi:
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return GetState(rsi);
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case SpriteSpecifier.EntityPrototype prototypeIcon:
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return GetPrototypeIcon(prototypeIcon.EntityPrototypeId);
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default:
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throw new NotSupportedException();
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}
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}
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public Texture GetIcon(IconComponent icon)
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{
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return GetState(icon.Icon).Frame0;
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}
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/// <summary>
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/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
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/// This method caches the result based on the prototype identifier.
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/// </summary>
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public IRsiStateLike GetPrototypeIcon(string prototype)
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{
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// Check if this prototype has been cached before, and if so return the result.
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if (_cachedPrototypeIcons.TryGetValue(prototype, out var cachedResult))
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return cachedResult;
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if (!_proto.TryIndex<EntityPrototype>(prototype, out var entityPrototype))
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{
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// The specified prototype doesn't exist, return the fallback "error" sprite.
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_sawmill.Error("Failed to load PrototypeIcon {0}", prototype);
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return GetFallbackState();
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}
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// Generate the icon and cache it in case it's ever needed again.
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var result = GetPrototypeIcon(entityPrototype);
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_cachedPrototypeIcons[prototype] = result;
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return result;
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}
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/// <summary>
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/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
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/// This method does NOT cache the result.
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/// </summary>
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public IRsiStateLike GetPrototypeIcon(EntityPrototype prototype)
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{
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// IconComponent takes precedence. If it has a valid icon, return that. Otherwise, continue as normal.
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if (prototype.Components.TryGetValue("Icon", out var compData)
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&& compData.Component is IconComponent icon)
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{
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return GetIcon(icon);
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}
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// If the prototype doesn't have a SpriteComponent, then there's nothing we can do but return the fallback.
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if (!prototype.Components.ContainsKey("Sprite"))
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{
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return GetFallbackState();
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}
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// Finally, we use spawn a dummy entity to get its icon.
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var dummy = Spawn(prototype.ID, MapCoordinates.Nullspace);
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var spriteComponent = EnsureComp<SpriteComponent>(dummy);
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var result = spriteComponent.Icon ?? GetFallbackState();
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Del(dummy);
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return result;
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}
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[Pure]
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public RSI.State GetFallbackState()
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{
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return _resourceCache.GetFallback<RSIResource>().RSI["error"];
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}
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public Texture GetFallbackTexture()
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{
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return _resourceCache.GetFallback<TextureResource>().Texture;
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}
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||||
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[Pure]
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public RSI.State GetState(SpriteSpecifier.Rsi rsiSpecifier)
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||||
{
|
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if (_resourceCache.TryGetResource<RSIResource>(
|
||||
TextureRoot / rsiSpecifier.RsiPath,
|
||||
out var theRsi) &&
|
||||
theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
|
||||
{
|
||||
return state;
|
||||
}
|
||||
|
||||
_sawmill.Error("Failed to load RSI {0}", rsiSpecifier.RsiPath);
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
public Texture GetTexture(SpriteSpecifier.Texture texSpecifier)
|
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{
|
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return _resourceCache
|
||||
.GetResource<TextureResource>(TextureRoot / texSpecifier.TexturePath)
|
||||
.Texture;
|
||||
}
|
||||
|
||||
private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
|
||||
{
|
||||
if (!args.TryGetModified<EntityPrototype>(out var modified))
|
||||
return;
|
||||
|
||||
// Remove all changed prototypes from the cache, if they're there.
|
||||
foreach (var prototype in modified)
|
||||
{
|
||||
// Let's be lazy and not regenerate them until something needs them again.
|
||||
_cachedPrototypeIcons.Remove(prototype);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an entity's sprite position in world terms.
|
||||
/// </summary>
|
||||
|
||||
257
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Layer.cs
Normal file
257
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Layer.cs
Normal file
@@ -0,0 +1,257 @@
|
||||
using System;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for managing a sprite's layers.
|
||||
// This setter methods for modifying a layer's properties are in a separate file.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
public bool LayerExists(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return index > 0 && index < sprite.Comp.Layers.Count;
|
||||
}
|
||||
|
||||
public bool TryGetLayer(
|
||||
Entity<SpriteComponent?> sprite,
|
||||
int index,
|
||||
[NotNullWhen(true)] out Layer? layer,
|
||||
bool logMissing)
|
||||
{
|
||||
layer = null;
|
||||
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (index >= 0 && index < sprite.Comp.Layers.Count)
|
||||
{
|
||||
layer = sprite.Comp.Layers[index];
|
||||
DebugTools.AssertEqual(layer.Owner, sprite!);
|
||||
DebugTools.AssertEqual(layer.Index, index);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (logMissing)
|
||||
Log.Error($"Layer index '{index}' on entity {ToPrettyString(sprite)} does not exist! Trace:\n{Environment.StackTrace}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool RemoveLayer(Entity<SpriteComponent?> sprite, int index, bool logMissing = true)
|
||||
{
|
||||
return RemoveLayer(sprite.Owner, index, out _, logMissing);
|
||||
}
|
||||
|
||||
public bool RemoveLayer(
|
||||
Entity<SpriteComponent?> sprite,
|
||||
int index,
|
||||
[NotNullWhen(true)] out Layer? layer,
|
||||
bool logMissing = true)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!TryGetLayer(sprite, index, out layer, logMissing))
|
||||
return false;
|
||||
|
||||
sprite.Comp.Layers.RemoveAt(index);
|
||||
|
||||
foreach (var otherLayer in sprite.Comp.Layers[index..])
|
||||
{
|
||||
otherLayer.Index--;
|
||||
}
|
||||
|
||||
// TODO SPRITE track inverse-mapping?
|
||||
foreach (var (key, value) in sprite.Comp.LayerMap)
|
||||
{
|
||||
if (value == index)
|
||||
sprite.Comp.LayerMap.Remove(key);
|
||||
else if (value > index)
|
||||
{
|
||||
sprite.Comp.LayerMap[key]--;
|
||||
}
|
||||
}
|
||||
|
||||
layer.Owner = default;
|
||||
layer.Index = -1;
|
||||
|
||||
#if DEBUG
|
||||
foreach (var otherLayer in sprite.Comp.Layers)
|
||||
{
|
||||
DebugTools.AssertEqual(otherLayer, sprite.Comp.Layers[otherLayer.Index]);
|
||||
}
|
||||
#endif
|
||||
|
||||
sprite.Comp.BoundsDirty = true;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
QueueUpdateIsInert(sprite!);
|
||||
return true;
|
||||
}
|
||||
|
||||
#region AddLayer
|
||||
|
||||
/// <summary>
|
||||
/// Add the given sprite layer. If an index is specified, this will insert the layer with the given index, resulting
|
||||
/// in all other layers being reshuffled.
|
||||
/// </summary>
|
||||
public int AddLayer(Entity<SpriteComponent?> sprite, Layer layer, int? index = null)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
{
|
||||
layer.Index = -1;
|
||||
layer.Owner = default;
|
||||
return -1;
|
||||
}
|
||||
|
||||
layer.Owner = sprite!;
|
||||
|
||||
if (index is { } i && i != sprite.Comp.Layers.Count)
|
||||
{
|
||||
foreach (var otherLayer in sprite.Comp.Layers[i..])
|
||||
{
|
||||
otherLayer.Index++;
|
||||
}
|
||||
|
||||
// TODO SPRITE track inverse-mapping?
|
||||
sprite.Comp.Layers.Insert(i, layer);
|
||||
layer.Index = i;
|
||||
|
||||
foreach (var (key, value) in sprite.Comp.LayerMap)
|
||||
{
|
||||
if (value >= i)
|
||||
sprite.Comp.LayerMap[key]++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
layer.Index = sprite.Comp.Layers.Count;
|
||||
sprite.Comp.Layers.Add(layer);
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
foreach (var otherLayer in sprite.Comp.Layers)
|
||||
{
|
||||
DebugTools.AssertEqual(otherLayer, sprite.Comp.Layers[otherLayer.Index]);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!layer.Blank)
|
||||
{
|
||||
layer.BoundsDirty = true;
|
||||
sprite.Comp.BoundsDirty = true;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
QueueUpdateIsInert(sprite!);
|
||||
}
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a layer corresponding to the given RSI state.
|
||||
/// </summary>
|
||||
/// <param name="sprite">The sprite</param>
|
||||
/// <param name="stateId">The RSI state</param>
|
||||
/// <param name="rsi">The RSI to use. If not specified, it will default to using <see cref="SpriteComponent.BaseRSI"/></param>
|
||||
/// <param name="index">The layer index to use for the new sprite.</param>
|
||||
/// <returns></returns>
|
||||
public int AddRsiLayer(Entity<SpriteComponent?> sprite, RSI.StateId stateId, RSI? rsi = null, int? index = null)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
var layer = AddBlankLayer(sprite!, index);
|
||||
|
||||
if (rsi != null)
|
||||
LayerSetRsi(layer, rsi, stateId);
|
||||
else
|
||||
LayerSetRsiState(layer, stateId);
|
||||
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a layer corresponding to the given RSI state.
|
||||
/// </summary>
|
||||
/// <param name="sprite">The sprite</param>
|
||||
/// <param name="state">The RSI state</param>
|
||||
/// <param name="path">The path to the RSI.</param>
|
||||
/// <param name="index">The layer index to use for the new sprite.</param>
|
||||
/// <returns></returns>
|
||||
public int AddRsiLayer(Entity<SpriteComponent?> sprite, RSI.StateId state, ResPath path, int? index = null)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
if (!_resourceCache.TryGetResource<RSIResource>(TextureRoot / path, out var res))
|
||||
Log.Error($"Unable to load RSI '{path}'. Trace:\n{Environment.StackTrace}");
|
||||
|
||||
if (path.Extension != "rsi")
|
||||
Log.Error($"Expected rsi path but got '{path}'?");
|
||||
|
||||
return AddRsiLayer(sprite, state, res?.RSI, index);
|
||||
}
|
||||
|
||||
public int AddTextureLayer(Entity<SpriteComponent?> sprite, ResPath path, int? index = null)
|
||||
{
|
||||
if (_resourceCache.TryGetResource<TextureResource>(TextureRoot / path, out var texture))
|
||||
return AddTextureLayer(sprite, texture?.Texture, index);
|
||||
|
||||
if (path.Extension == "rsi")
|
||||
Log.Error($"Expected texture but got rsi '{path}', did you mean 'sprite:' instead of 'texture:'?");
|
||||
|
||||
Log.Error($"Unable to load texture '{path}'. Trace:\n{Environment.StackTrace}");
|
||||
return AddTextureLayer(sprite, texture?.Texture, index);
|
||||
}
|
||||
|
||||
public int AddTextureLayer(Entity<SpriteComponent?> sprite, Texture? texture, int? index = null)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
var layer = new Layer {Texture = texture};
|
||||
return AddLayer(sprite, layer, index);
|
||||
}
|
||||
|
||||
public int AddLayer(Entity<SpriteComponent?> sprite, SpriteSpecifier specifier, int? newIndex = null)
|
||||
{
|
||||
return specifier switch
|
||||
{
|
||||
SpriteSpecifier.Texture tex => AddTextureLayer(sprite, tex.TexturePath, newIndex),
|
||||
SpriteSpecifier.Rsi rsi => AddRsiLayer(sprite, rsi.RsiState, rsi.RsiPath, newIndex),
|
||||
_ => throw new NotImplementedException()
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new sprite layer and populate it using the provided layer data.
|
||||
/// </summary>
|
||||
public int AddLayer(Entity<SpriteComponent?> sprite, PrototypeLayerData layerDatum, int? index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
var layer = AddBlankLayer(sprite!, index);
|
||||
LayerSetData(layer, layerDatum);
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a blank sprite layer.
|
||||
/// </summary>
|
||||
public Layer AddBlankLayer(Entity<SpriteComponent> sprite, int? index = null)
|
||||
{
|
||||
var layer = new Layer();
|
||||
AddLayer(sprite!, layer, index);
|
||||
return layer;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@@ -0,0 +1,150 @@
|
||||
using System;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Graphics.RSI;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
using static Robust.Client.Graphics.RSI;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for reading a layer's properties
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
#region RsiState
|
||||
|
||||
/// <summary>
|
||||
/// Get the RSI state being used by the current layer. Note that the return value may be an invalid state. E.g.,
|
||||
/// this might be a texture layer that does not use RSIs.
|
||||
/// </summary>
|
||||
public StateId LayerGetRsiState(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
return layer.StateId;
|
||||
|
||||
return StateId.Invalid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the RSI state being used by the current layer. Note that the return value may be an invalid state. E.g.,
|
||||
/// this might be a texture layer that does not use RSIs.
|
||||
/// </summary>
|
||||
public StateId LayerGetRsiState(Entity<SpriteComponent?> sprite, string key, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
return layer.StateId;
|
||||
|
||||
return StateId.Invalid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the RSI state being used by the current layer. Note that the return value may be an invalid state. E.g.,
|
||||
/// this might be a texture layer that does not use RSIs.
|
||||
/// </summary>
|
||||
public StateId LayerGetRsiState(Entity<SpriteComponent?> sprite, Enum key, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
return layer.StateId;
|
||||
|
||||
return StateId.Invalid;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region RsiState
|
||||
|
||||
/// <summary>
|
||||
/// Returns the RSI being used by the layer to resolve it's RSI state. If the layer does not specify an RSI, this
|
||||
/// will just be the base RSI of the owning sprite (<see cref="SpriteComponent.BaseRSI"/>).
|
||||
/// </summary>
|
||||
public RSI? LayerGetEffectiveRsi(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
TryGetLayer(sprite, index, out var layer, true);
|
||||
return layer?.ActualRsi;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the RSI being used by the layer to resolve it's RSI state. If the layer does not specify an RSI, this
|
||||
/// will just be the base RSI of the owning sprite (<see cref="SpriteComponent.BaseRSI"/>).
|
||||
/// </summary>
|
||||
public RSI? LayerGetEffectiveRsi(Entity<SpriteComponent?> sprite, string key, StateId state)
|
||||
{
|
||||
TryGetLayer(sprite, key, out var layer, true);
|
||||
return layer?.ActualRsi;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the RSI being used by the layer to resolve it's RSI state. If the layer does not specify an RSI, this
|
||||
/// will just be the base RSI of the owning sprite (<see cref="SpriteComponent.BaseRSI"/>).
|
||||
/// </summary>
|
||||
public RSI? LayerGetEffectiveRsi(Entity<SpriteComponent?> sprite, Enum key, StateId state)
|
||||
{
|
||||
TryGetLayer(sprite, key, out var layer, true);
|
||||
return layer?.ActualRsi;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Directions
|
||||
|
||||
public RsiDirectionType LayerGetDirections(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
return TryGetLayer(sprite, index, out var layer, true)
|
||||
? LayerGetDirections(layer)
|
||||
: RsiDirectionType.Dir1;
|
||||
}
|
||||
|
||||
|
||||
public RsiDirectionType LayerGetDirections(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
return TryGetLayer(sprite, key, out var layer, true)
|
||||
? LayerGetDirections(layer)
|
||||
: RsiDirectionType.Dir1;
|
||||
}
|
||||
|
||||
public RsiDirectionType LayerGetDirections(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
return TryGetLayer(sprite, key, out var layer, true)
|
||||
? LayerGetDirections(layer)
|
||||
: RsiDirectionType.Dir1;
|
||||
}
|
||||
|
||||
public RsiDirectionType LayerGetDirections(Layer layer)
|
||||
{
|
||||
if (!layer.StateId.IsValid)
|
||||
return RsiDirectionType.Dir1;
|
||||
|
||||
// Pull texture from RSI state instead.
|
||||
if (layer.ActualRsi is not {} rsi || !rsi.TryGetState(layer.StateId, out var state))
|
||||
return RsiDirectionType.Dir1;
|
||||
|
||||
return state.RsiDirections;
|
||||
}
|
||||
|
||||
public int LayerGetDirectionCount(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
return TryGetLayer(sprite, index, out var layer, true) ? LayerGetDirectionCount(layer) : 1;
|
||||
}
|
||||
|
||||
public int LayerGetDirectionCount(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
return TryGetLayer(sprite, key, out var layer, true) ? LayerGetDirectionCount(layer) : 1;
|
||||
}
|
||||
|
||||
public int LayerGetDirectionCount(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
return TryGetLayer(sprite, key, out var layer, true) ? LayerGetDirectionCount(layer) : 1;
|
||||
}
|
||||
|
||||
public int LayerGetDirectionCount(Layer layer)
|
||||
{
|
||||
return LayerGetDirections(layer) switch
|
||||
{
|
||||
RsiDirectionType.Dir1 => 1,
|
||||
RsiDirectionType.Dir4 => 4,
|
||||
RsiDirectionType.Dir8 => 8,
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
301
Robust.Client/GameObjects/EntitySystems/SpriteSystem.LayerMap.cs
Normal file
301
Robust.Client/GameObjects/EntitySystems/SpriteSystem.LayerMap.cs
Normal file
@@ -0,0 +1,301 @@
|
||||
using System;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Robust.Shared.GameObjects;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for manipulating layer mappings.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Map an enum to a layer index.
|
||||
/// </summary>
|
||||
public void LayerMapSet(Entity<SpriteComponent?> sprite, Enum key, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (index < 0 || index >= sprite.Comp.Layers.Count)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
sprite.Comp.LayerMap[key] = index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map string to a layer index. If possible, it is preferred to use an enum key.
|
||||
/// string keys mainly exist to make it easier to define custom layer keys in yaml.
|
||||
/// </summary>
|
||||
public void LayerMapSet(Entity<SpriteComponent?> sprite, string key, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (index < 0 || index >= sprite.Comp.Layers.Count)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
sprite.Comp.LayerMap[key] = index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map an enum to a layer index.
|
||||
/// </summary>
|
||||
public void LayerMapAdd(Entity<SpriteComponent?> sprite, Enum key, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (index < 0 || index >= sprite.Comp.Layers.Count)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
sprite.Comp.LayerMap.Add(key, index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map a string to a layer index. If possible, it is preferred to use an enum key.
|
||||
/// string keys mainly exist to make it easier to define custom layer keys in yaml.
|
||||
/// </summary>
|
||||
public void LayerMapAdd(Entity<SpriteComponent?> sprite, string key, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (index < 0 || index >= sprite.Comp.Layers.Count)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
sprite.Comp.LayerMap.Add(key, index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove an enum mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapRemove(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return sprite.Comp.LayerMap.Remove(key);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a string mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapRemove(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return sprite.Comp.LayerMap.Remove(key);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove an enum mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapRemove(Entity<SpriteComponent?> sprite, Enum key, out int index)
|
||||
{
|
||||
if (_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return sprite.Comp.LayerMap.Remove(key, out index);
|
||||
|
||||
index = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a string mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapRemove(Entity<SpriteComponent?> sprite, string key, out int index)
|
||||
{
|
||||
if (_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return sprite.Comp.LayerMap.Remove(key, out index);
|
||||
|
||||
index = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to resolve an enum mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapTryGet(Entity<SpriteComponent?> sprite, Enum key, out int index, bool logMissing)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
{
|
||||
index = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sprite.Comp.LayerMap.TryGetValue(key, out index))
|
||||
return true;
|
||||
|
||||
if (logMissing)
|
||||
Log.Error($"Layer with key '{key}' does not exist on entity {ToPrettyString(sprite)}! Trace:\n{Environment.StackTrace}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to resolve a string mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapTryGet(Entity<SpriteComponent?> sprite, string key, out int index, bool logMissing)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
{
|
||||
index = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sprite.Comp.LayerMap.TryGetValue(key, out index))
|
||||
return true;
|
||||
|
||||
if (logMissing)
|
||||
Log.Error($"Layer with key '{key}' does not exist on entity {ToPrettyString(sprite)}! Trace:\n{Environment.StackTrace}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to resolve an enum mapping.
|
||||
/// </summary>
|
||||
public bool TryGetLayer(Entity<SpriteComponent?> sprite, Enum key, [NotNullWhen(true)] out Layer? layer, bool logMissing)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
return LayerMapTryGet(sprite, key, out var index, logMissing)
|
||||
&& TryGetLayer(sprite, index, out layer, logMissing);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to resolve a string mapping.
|
||||
/// </summary>
|
||||
public bool TryGetLayer(Entity<SpriteComponent?> sprite, string key, [NotNullWhen(true)] out Layer? layer, bool logMissing)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
return LayerMapTryGet(sprite, key, out var index, logMissing)
|
||||
&& TryGetLayer(sprite, index, out layer, logMissing);
|
||||
}
|
||||
|
||||
public int LayerMapGet(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
return sprite.Comp.LayerMap[key];
|
||||
}
|
||||
|
||||
public int LayerMapGet(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
return sprite.Comp.LayerMap[key];
|
||||
}
|
||||
|
||||
public bool LayerExists(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return sprite.Comp.LayerMap.TryGetValue(key, out var index)
|
||||
&& LayerExists(sprite, index);
|
||||
}
|
||||
|
||||
public bool LayerExists(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return sprite.Comp.LayerMap.TryGetValue(key, out var index)
|
||||
&& LayerExists(sprite, index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a new blank layer and map the given key to it.
|
||||
/// </summary>
|
||||
public int LayerMapReserve(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
if (LayerExists(sprite, key))
|
||||
throw new Exception("Layer already exists");
|
||||
|
||||
var layer = AddBlankLayer(sprite!);
|
||||
LayerMapSet(sprite, key, layer.Index);
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A create a new blank layer and map the given key to it. If possible, it is preferred to use an enum key.
|
||||
/// string keys mainly exist to make it easier to define custom layer keys in yaml.
|
||||
/// </summary>
|
||||
public int LayerMapReserve(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
if (LayerExists(sprite, key))
|
||||
throw new Exception("Layer already exists");
|
||||
|
||||
var layer = AddBlankLayer(sprite!);
|
||||
LayerMapSet(sprite, key, layer.Index);
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
public bool RemoveLayer(Entity<SpriteComponent?> sprite, string key, bool logMissing = true)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!LayerMapTryGet(sprite, key, out var index, logMissing))
|
||||
return false;
|
||||
|
||||
return RemoveLayer(sprite, index, logMissing);
|
||||
}
|
||||
|
||||
public bool RemoveLayer(Entity<SpriteComponent?> sprite, Enum key, bool logMissing = true)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!LayerMapTryGet(sprite, key, out var index, logMissing))
|
||||
return false;
|
||||
|
||||
return RemoveLayer(sprite, index, logMissing);
|
||||
}
|
||||
|
||||
public bool RemoveLayer(
|
||||
Entity<SpriteComponent?> sprite,
|
||||
string key,
|
||||
[NotNullWhen(true)] out Layer? layer,
|
||||
bool logMissing = true)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!LayerMapTryGet(sprite, key, out var index, logMissing))
|
||||
return false;
|
||||
|
||||
return RemoveLayer(sprite, index, out layer, logMissing);
|
||||
}
|
||||
|
||||
public bool RemoveLayer(
|
||||
Entity<SpriteComponent?> sprite,
|
||||
Enum key,
|
||||
[NotNullWhen(true)] out Layer? layer,
|
||||
bool logMissing = true)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!LayerMapTryGet(sprite, key, out var index, logMissing))
|
||||
return false;
|
||||
|
||||
return RemoveLayer(sprite, index, out layer, logMissing);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,605 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
using static Robust.Client.Graphics.RSI;
|
||||
|
||||
#pragma warning disable CS0618 // Type or member is obsolete
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for modifying a layer's properties.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
#region SetData
|
||||
|
||||
public void LayerSetData(Entity<SpriteComponent?> sprite, int index, PrototypeLayerData data)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetData(layer, data);
|
||||
}
|
||||
|
||||
public void LayerSetData(Entity<SpriteComponent?> sprite, string key, PrototypeLayerData data)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetData(layer, data);
|
||||
}
|
||||
|
||||
public void LayerSetData(Entity<SpriteComponent?> sprite, Enum key, PrototypeLayerData data)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetData(layer, data);
|
||||
}
|
||||
|
||||
public void LayerSetData(Layer layer, PrototypeLayerData data)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
// TODO SPRITE ECS
|
||||
layer._parent.LayerSetData(layer, data);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region SpriteSpecifier
|
||||
|
||||
public void LayerSetSprite(Entity<SpriteComponent?> sprite, int index, SpriteSpecifier specifier)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetSprite(layer, specifier);
|
||||
}
|
||||
|
||||
public void LayerSetSprite(Entity<SpriteComponent?> sprite, string key, SpriteSpecifier specifier)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetSprite(layer, specifier);
|
||||
}
|
||||
|
||||
public void LayerSetSprite(Entity<SpriteComponent?> sprite, Enum key, SpriteSpecifier specifier)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetSprite(layer, specifier);
|
||||
}
|
||||
|
||||
public void LayerSetSprite(Layer layer, SpriteSpecifier specifier)
|
||||
{
|
||||
switch (specifier)
|
||||
{
|
||||
case SpriteSpecifier.Texture tex:
|
||||
LayerSetTexture(layer, tex.TexturePath);
|
||||
break;
|
||||
|
||||
case SpriteSpecifier.Rsi rsi:
|
||||
LayerSetRsi(layer, rsi.RsiPath, rsi.RsiState);
|
||||
break;
|
||||
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Texture
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, int index, Texture? texture)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetTexture(layer, texture);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, string key, Texture? texture)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetTexture(layer, texture);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, Enum key, Texture? texture)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetTexture(layer, texture);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Layer layer, Texture? texture)
|
||||
{
|
||||
LayerSetRsiState(layer, StateId.Invalid, refresh: true);
|
||||
layer.Texture = texture;
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, int index, ResPath path)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetTexture(layer, path);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, string key, ResPath path)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetTexture(layer, path);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, Enum key, ResPath path)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetTexture(layer, path);
|
||||
}
|
||||
|
||||
private void LayerSetTexture(Layer layer, ResPath path)
|
||||
{
|
||||
if (!_resourceCache.TryGetResource<TextureResource>(TextureRoot / path, out var texture))
|
||||
{
|
||||
if (path.Extension == "rsi")
|
||||
Log.Error($"Expected texture but got rsi '{path}', did you mean 'sprite:' instead of 'texture:'?");
|
||||
Log.Error($"Unable to load texture '{path}'. Trace:\n{Environment.StackTrace}");
|
||||
}
|
||||
|
||||
LayerSetTexture(layer, texture?.Texture);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region RsiState
|
||||
|
||||
public void LayerSetRsiState(Entity<SpriteComponent?> sprite, int index, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRsiState(layer, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsiState(Entity<SpriteComponent?> sprite, string key, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsiState(layer, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsiState(Entity<SpriteComponent?> sprite, Enum key, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsiState(layer, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsiState(Layer layer, StateId state, bool refresh = false)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer.StateId == state && !refresh)
|
||||
return;
|
||||
|
||||
layer.StateId = state;
|
||||
RefreshCachedState(layer, true, null);
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
QueueUpdateIsInert(layer.Owner);
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rsi
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, int index, RSI? rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, string key, RSI? rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, Enum key, RSI? rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Layer layer, RSI? rsi, StateId? state = null)
|
||||
{
|
||||
layer._rsi = rsi;
|
||||
LayerSetRsiState(layer, state ?? layer.StateId, refresh: true);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, int index, ResPath rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, string key, ResPath rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, Enum key, ResPath rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Layer layer, ResPath rsi, StateId? state = null)
|
||||
{
|
||||
if (!_resourceCache.TryGetResource<RSIResource>(TextureRoot / rsi, out var res))
|
||||
Log.Error($"Unable to load RSI '{rsi}' for entity {ToPrettyString(layer.Owner)}. Trace:\n{Environment.StackTrace}");
|
||||
|
||||
LayerSetRsi(layer, res?.RSI, state);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Scale
|
||||
|
||||
public void LayerSetScale(Entity<SpriteComponent?> sprite, int index, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetScale(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetScale(Entity<SpriteComponent?> sprite, string key, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetScale(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetScale(Entity<SpriteComponent?> sprite, Enum key, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetScale(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetScale(Layer layer, Vector2 value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._scale.EqualsApprox(value))
|
||||
return;
|
||||
|
||||
if (!ValidateScale(layer.Owner, value))
|
||||
return;
|
||||
|
||||
layer._scale = value;
|
||||
layer.UpdateLocalMatrix();
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rotation
|
||||
|
||||
public void LayerSetRotation(Entity<SpriteComponent?> sprite, int index, Angle value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRotation(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRotation(Entity<SpriteComponent?> sprite, string key, Angle value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRotation(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRotation(Entity<SpriteComponent?> sprite, Enum key, Angle value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRotation(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRotation(Layer layer, Angle value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._rotation.EqualsApprox(value))
|
||||
return;
|
||||
|
||||
layer._rotation = value;
|
||||
layer.UpdateLocalMatrix();
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Offset
|
||||
|
||||
public void LayerSetOffset(Entity<SpriteComponent?> sprite, int index, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetOffset(Entity<SpriteComponent?> sprite, string key, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetOffset(Entity<SpriteComponent?> sprite, Enum key, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetOffset(Layer layer, Vector2 value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._offset.EqualsApprox(value))
|
||||
return;
|
||||
|
||||
layer._offset = value;
|
||||
layer.UpdateLocalMatrix();
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Visible
|
||||
|
||||
public void LayerSetVisible(Entity<SpriteComponent?> sprite, int index, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetVisible(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetVisible(Entity<SpriteComponent?> sprite, string key, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetVisible(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetVisible(Entity<SpriteComponent?> sprite, Enum key, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetVisible(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetVisible(Layer layer, bool value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._visible == value)
|
||||
return;
|
||||
|
||||
layer._visible = value;
|
||||
QueueUpdateIsInert(layer.Owner);
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Color
|
||||
|
||||
public void LayerSetColor(Entity<SpriteComponent?> sprite, int index, Color value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetColor(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetColor(Entity<SpriteComponent?> sprite, string key, Color value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetColor(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetColor(Entity<SpriteComponent?> sprite, Enum key, Color value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetColor(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetColor(Layer layer, Color value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
layer.Color = value;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region DirOffset
|
||||
|
||||
public void LayerSetDirOffset(Entity<SpriteComponent?> sprite, int index, DirectionOffset value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetDirOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetDirOffset(Entity<SpriteComponent?> sprite, string key, DirectionOffset value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetDirOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetDirOffset(Entity<SpriteComponent?> sprite, Enum key, DirectionOffset value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetDirOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetDirOffset(Layer layer, DirectionOffset value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
layer.DirOffset = value;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AnimationTime
|
||||
|
||||
public void LayerSetAnimationTime(Entity<SpriteComponent?> sprite, int index, float value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetAnimationTime(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAnimationTime(Entity<SpriteComponent?> sprite, string key, float value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetAnimationTime(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAnimationTime(Entity<SpriteComponent?> sprite, Enum key, float value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetAnimationTime(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAnimationTime(Layer layer, float value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (!layer.StateId.IsValid)
|
||||
return;
|
||||
|
||||
if (layer.ActualRsi is not { } rsi)
|
||||
return;
|
||||
|
||||
var state = rsi[layer.StateId];
|
||||
if (value > layer.AnimationTime)
|
||||
{
|
||||
// Handle advancing differently from going backwards.
|
||||
layer.AnimationTimeLeft -= (value - layer.AnimationTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Going backwards we re-calculate from zero.
|
||||
// Definitely possible to optimize this for going backwards but I'm too lazy to figure that out.
|
||||
layer.AnimationTimeLeft = -value + state.GetDelay(0);
|
||||
layer.AnimationFrame = 0;
|
||||
}
|
||||
|
||||
layer.AnimationTime = value;
|
||||
layer.AdvanceFrameAnimation(state);
|
||||
layer.SetAnimationTime(value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AutoAnimated
|
||||
|
||||
public void LayerSetAutoAnimated(Entity<SpriteComponent?> sprite, int index, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetAutoAnimated(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAutoAnimated(Entity<SpriteComponent?> sprite, string key, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetAutoAnimated(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAutoAnimated(Entity<SpriteComponent?> sprite, Enum key, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetAutoAnimated(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAutoAnimated(Layer layer, bool value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._autoAnimated == value)
|
||||
return;
|
||||
|
||||
layer._autoAnimated = value;
|
||||
QueueUpdateIsInert(layer.Owner);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region LayerSetRenderingStrategy
|
||||
|
||||
public void LayerSetRenderingStrategy(Entity<SpriteComponent?> sprite, int index, LayerRenderingStrategy value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRenderingStrategy(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRenderingStrategy(Entity<SpriteComponent?> sprite, string key, LayerRenderingStrategy value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRenderingStrategy(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRenderingStrategy(Entity<SpriteComponent?> sprite, Enum key, LayerRenderingStrategy value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRenderingStrategy(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRenderingStrategy(Layer layer, LayerRenderingStrategy value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
layer.RenderingStrategy = value;
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Refreshes an RSI layer's cached RSI state.
|
||||
/// </summary>
|
||||
private void RefreshCachedState(Layer layer, bool logErrors, RSI.State? fallback)
|
||||
{
|
||||
if (!layer.StateId.IsValid)
|
||||
{
|
||||
layer._actualState = null;
|
||||
}
|
||||
else if (layer.ActualRsi is not { } rsi)
|
||||
{
|
||||
layer._actualState = fallback ?? GetFallbackState();
|
||||
if (logErrors)
|
||||
Log.Error(
|
||||
$"{ToPrettyString(layer.Owner)} has no RSI to pull new state from! Trace:\n{Environment.StackTrace}");
|
||||
}
|
||||
else if (!rsi.TryGetState(layer.StateId, out layer._actualState))
|
||||
{
|
||||
layer._actualState = fallback ?? GetFallbackState();
|
||||
if (logErrors)
|
||||
Log.Error(
|
||||
$"{ToPrettyString(layer.Owner)}'s state '{layer.StateId}' does not exist in RSI {rsi.Path}. Trace:\n{Environment.StackTrace}");
|
||||
}
|
||||
|
||||
layer.AnimationFrame = 0;
|
||||
layer.AnimationTime = 0;
|
||||
layer.AnimationTimeLeft = layer._actualState?.GetDelay(0) ?? 0f;
|
||||
}
|
||||
}
|
||||
183
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Render.cs
Normal file
183
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Render.cs
Normal file
@@ -0,0 +1,183 @@
|
||||
using System.Numerics;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Graphics.Clyde;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Graphics.RSI;
|
||||
using Robust.Shared.Maths;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
using Vector4 = Robust.Shared.Maths.Vector4;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains code related to actually rendering sprites.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
public void RenderSprite(
|
||||
Entity<SpriteComponent> sprite,
|
||||
DrawingHandleWorld drawingHandle,
|
||||
Angle eyeRotation,
|
||||
Angle worldRotation,
|
||||
Vector2 worldPosition)
|
||||
{
|
||||
RenderSprite(sprite,
|
||||
drawingHandle,
|
||||
eyeRotation,
|
||||
worldRotation,
|
||||
worldPosition,
|
||||
sprite.Comp.EnableDirectionOverride ? sprite.Comp.DirectionOverride : null);
|
||||
}
|
||||
|
||||
public void RenderSprite(
|
||||
Entity<SpriteComponent> sprite,
|
||||
DrawingHandleWorld drawingHandle,
|
||||
Angle eyeRotation,
|
||||
Angle worldRotation,
|
||||
Vector2 worldPosition,
|
||||
Direction? overrideDirection)
|
||||
{
|
||||
// TODO SPRITE RENDERING
|
||||
// Add fast path for simple sprites.
|
||||
// I.e., when a sprite is modified, check if it is "simple". If it is. cache texture information in a struct
|
||||
// and use a fast path here.
|
||||
// E.g., simple 1-directional, 1-layer sprites can basically become a direct texture draw call. (most in game items).
|
||||
// Similarly, 1-directional multi-layer sprites can become a sequence of direct draw calls (most in game walls).
|
||||
|
||||
if (!sprite.Comp.IsInert)
|
||||
_queuedFrameUpdate.Add(sprite);
|
||||
|
||||
var angle = worldRotation + eyeRotation; // angle on-screen. Used to decide the direction of 4/8 directional RSIs
|
||||
angle = angle.Reduced().FlipPositive(); // Reduce the angles to fix math shenanigans
|
||||
|
||||
var cardinal = Angle.Zero;
|
||||
|
||||
// If we have a 1-directional sprite then snap it to try and always face it south if applicable.
|
||||
if (sprite.Comp is {NoRotation: false, SnapCardinals: true})
|
||||
cardinal = angle.RoundToCardinalAngle();
|
||||
|
||||
// worldRotation + eyeRotation should be the angle of the entity on-screen. If no-rot is enabled this is just set to zero.
|
||||
// However, at some point later the eye-matrix is applied separately, so we subtract -eye rotation for now:
|
||||
var entityMatrix = Matrix3Helpers.CreateTransform(worldPosition, sprite.Comp.NoRotation ? -eyeRotation : worldRotation - cardinal);
|
||||
var spriteMatrix = Matrix3x2.Multiply(sprite.Comp.LocalMatrix, entityMatrix);
|
||||
|
||||
// Fast path for when all sprites use the same transform matrix
|
||||
if (!sprite.Comp.GranularLayersRendering)
|
||||
{
|
||||
foreach (var layer in sprite.Comp.Layers)
|
||||
{
|
||||
RenderLayer(layer, drawingHandle, ref spriteMatrix, angle, overrideDirection);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
//Default rendering (NoRotation = false)
|
||||
entityMatrix = Matrix3Helpers.CreateTransform(worldPosition, worldRotation);
|
||||
var transformDefault = Matrix3x2.Multiply(sprite.Comp.LocalMatrix, entityMatrix);
|
||||
|
||||
//Snap to cardinals
|
||||
entityMatrix = Matrix3Helpers.CreateTransform(worldPosition, worldRotation - angle.RoundToCardinalAngle());
|
||||
var transformSnap = Matrix3x2.Multiply(sprite.Comp.LocalMatrix, entityMatrix);
|
||||
|
||||
//No rotation
|
||||
entityMatrix = Matrix3Helpers.CreateTransform(worldPosition, -eyeRotation);
|
||||
var transformNoRot = Matrix3x2.Multiply(sprite.Comp.LocalMatrix, entityMatrix);
|
||||
|
||||
foreach (var layer in sprite.Comp.Layers)
|
||||
{
|
||||
switch (layer.RenderingStrategy)
|
||||
{
|
||||
case LayerRenderingStrategy.UseSpriteStrategy:
|
||||
RenderLayer(layer, drawingHandle, ref spriteMatrix, angle, overrideDirection);
|
||||
break;
|
||||
case LayerRenderingStrategy.Default:
|
||||
RenderLayer(layer, drawingHandle, ref transformDefault, angle, overrideDirection);
|
||||
break;
|
||||
case LayerRenderingStrategy.NoRotation:
|
||||
RenderLayer(layer, drawingHandle, ref transformNoRot, angle, overrideDirection);
|
||||
break;
|
||||
case LayerRenderingStrategy.SnapToCardinals:
|
||||
RenderLayer(layer, drawingHandle, ref transformSnap, angle, overrideDirection);
|
||||
break;
|
||||
default:
|
||||
Log.Error($"Tried to render a layer with unknown rendering stragegy: {layer.RenderingStrategy}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render a layer. This assumes that the input angle is between 0 and 2pi.
|
||||
/// </summary>
|
||||
private void RenderLayer(Layer layer, DrawingHandleWorld drawingHandle, ref Matrix3x2 spriteMatrix, Angle angle, Direction? overrideDirection)
|
||||
{
|
||||
if (!layer.Visible || layer.Blank)
|
||||
return;
|
||||
|
||||
var state = layer._actualState;
|
||||
var dir = state == null ? RsiDirection.South : Layer.GetDirection(state.RsiDirections, angle);
|
||||
|
||||
// Set the drawing transform for this layer
|
||||
layer.GetLayerDrawMatrix(dir, out var layerMatrix, layer.Owner.Comp.NoRotation);
|
||||
|
||||
// The direction used to draw the sprite can differ from the one that the angle would naively suggest,
|
||||
// due to direction overrides or offsets.
|
||||
if (overrideDirection != null && state != null)
|
||||
dir = overrideDirection.Value.Convert(state.RsiDirections);
|
||||
dir = dir.OffsetRsiDir(layer.DirOffset);
|
||||
|
||||
var texture = state?.GetFrame(dir, layer.AnimationFrame) ?? layer.Texture ?? GetFallbackTexture();
|
||||
|
||||
// TODO SPRITE
|
||||
// Refactor shader-param-layers to a separate layer type after layers are split into types & collections.
|
||||
// I.e., separate Layer -> RsiLayer, TextureLayer, LayerCollection, SpriteLayer, and ShaderLayer
|
||||
if (layer.CopyToShaderParameters != null)
|
||||
{
|
||||
HandleShaderLayer(layer, texture, layer.CopyToShaderParameters);
|
||||
return;
|
||||
}
|
||||
|
||||
// Set the drawing transform for this layer
|
||||
var transformMatrix = Matrix3x2.Multiply(layerMatrix, spriteMatrix);
|
||||
drawingHandle.SetTransform(in transformMatrix);
|
||||
|
||||
if (layer.Shader != null)
|
||||
drawingHandle.UseShader(layer.Shader);
|
||||
|
||||
var layerColor = layer.Owner.Comp.color * layer.Color;
|
||||
var textureSize = texture.Size / (float) EyeManager.PixelsPerMeter;
|
||||
var quad = Box2.FromDimensions(textureSize / -2, textureSize);
|
||||
|
||||
drawingHandle.DrawTextureRectRegion(texture, quad, layerColor);
|
||||
|
||||
if (layer.Shader != null)
|
||||
drawingHandle.UseShader(null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle a a "fake layer" that just exists to modify the parameters of a shader being used by some other
|
||||
/// layer.
|
||||
/// </summary>
|
||||
private void HandleShaderLayer(Layer layer, Texture texture, CopyToShaderParameters @params)
|
||||
{
|
||||
// Multiple atrocities to god being committed right here.
|
||||
var otherLayerIdx = layer._parent.LayerMap[@params.LayerKey!];
|
||||
var otherLayer = layer._parent.Layers[otherLayerIdx];
|
||||
if (otherLayer.Shader is not { } shader)
|
||||
return;
|
||||
|
||||
if (!shader.Mutable)
|
||||
otherLayer.Shader = shader = shader.Duplicate();
|
||||
|
||||
var clydeTexture = Clyde.RenderHandle.ExtractTexture(texture, null, out var csr);
|
||||
|
||||
if (@params.ParameterTexture is { } paramTexture)
|
||||
shader.SetParameter(paramTexture, clydeTexture);
|
||||
|
||||
if (@params.ParameterUV is not { } paramUV)
|
||||
return;
|
||||
|
||||
var sr = Clyde.RenderHandle.WorldTextureBoundsToUV(clydeTexture, csr);
|
||||
var uv = new Vector4(sr.Left, sr.Bottom, sr.Right, sr.Top);
|
||||
shader.SetParameter(paramUV, uv);
|
||||
}
|
||||
}
|
||||
166
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Setters.cs
Normal file
166
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Setters.cs
Normal file
@@ -0,0 +1,166 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for setting sprite component data.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
private bool ValidateScale(Entity<SpriteComponent> sprite, Vector2 scale)
|
||||
{
|
||||
if (!(MathF.Abs(scale.X) < 0.005f) && !(MathF.Abs(scale.Y) < 0.005f))
|
||||
return true;
|
||||
|
||||
// Scales of ~0.0025 or lower can lead to singular matrices due to rounding errors.
|
||||
Log.Error(
|
||||
$"Attempted to set layer sprite scale to very small values. Entity: {ToPrettyString(sprite)}. Scale: {scale}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
#region Transform
|
||||
public void SetScale(Entity<SpriteComponent?> sprite, Vector2 value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (!ValidateScale(sprite!, value))
|
||||
return;
|
||||
|
||||
sprite.Comp._bounds = sprite.Comp._bounds.Scale(value / sprite.Comp.scale);
|
||||
sprite.Comp.scale = value;
|
||||
sprite.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
|
||||
in sprite.Comp.offset,
|
||||
in sprite.Comp.rotation,
|
||||
in sprite.Comp.scale);
|
||||
}
|
||||
|
||||
public void SetRotation(Entity<SpriteComponent?> sprite, Angle value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp.rotation = value;
|
||||
sprite.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
|
||||
in sprite.Comp.offset,
|
||||
in sprite.Comp.rotation,
|
||||
in sprite.Comp.scale);
|
||||
}
|
||||
|
||||
public void SetOffset(Entity<SpriteComponent?> sprite, Vector2 value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp.offset = value;
|
||||
sprite.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
|
||||
in sprite.Comp.offset,
|
||||
in sprite.Comp.rotation,
|
||||
in sprite.Comp.scale);
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void SetVisible(Entity<SpriteComponent?> sprite, bool value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (sprite.Comp.Visible == value)
|
||||
return;
|
||||
|
||||
sprite.Comp._visible = value;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
}
|
||||
|
||||
public void SetDrawDepth(Entity<SpriteComponent?> sprite, int value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp.drawDepth = value;
|
||||
}
|
||||
|
||||
public void SetColor(Entity<SpriteComponent?> sprite, Color value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp.color = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Modify a sprites base RSI. This is the RSI that is used by any RSI layers that do not specify their own.
|
||||
/// Note that changing the base RSI may result in existing layers having an invalid state. This will not log errors
|
||||
/// under the assumption that the states of each layers will be updated after the base RSI has changed.
|
||||
/// </summary>
|
||||
public void SetBaseRsi(Entity<SpriteComponent?> sprite, RSI? value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (value == sprite.Comp._baseRsi)
|
||||
return;
|
||||
|
||||
sprite.Comp._baseRsi = value;
|
||||
if (value == null)
|
||||
return;
|
||||
|
||||
var fallback = GetFallbackState();
|
||||
for (var i = 0; i < sprite.Comp.Layers.Count; i++)
|
||||
{
|
||||
var layer = sprite.Comp.Layers[i];
|
||||
if (!layer.State.IsValid || layer.RSI != null)
|
||||
continue;
|
||||
|
||||
RefreshCachedState(layer, logErrors: false, fallback);
|
||||
|
||||
if (value.TryGetState(layer.State, out var state))
|
||||
{
|
||||
layer.AnimationTimeLeft = state.GetDelay(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"Layer {i} no longer has state '{layer.State}' due to base RSI change. Trace:\n{Environment.StackTrace}");
|
||||
layer.Texture = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetContainerOccluded(Entity<SpriteComponent?> sprite, bool value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp._containerOccluded = value;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
}
|
||||
|
||||
public void SetSnapCardinals(Entity<SpriteComponent?> sprite, bool value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (value == sprite.Comp._snapCardinals)
|
||||
return;
|
||||
|
||||
sprite.Comp._snapCardinals = value;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
DirtyBounds(sprite!);
|
||||
}
|
||||
|
||||
public void SetGranularLayersRendering(Entity<SpriteComponent?> sprite, bool value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (value == sprite.Comp.GranularLayersRendering)
|
||||
return;
|
||||
|
||||
sprite.Comp.GranularLayersRendering = value;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
DirtyBounds(sprite!);
|
||||
}
|
||||
}
|
||||
@@ -1,137 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.Graphics;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
private readonly Dictionary<string, IRsiStateLike> _cachedPrototypeIcons = new();
|
||||
|
||||
public Texture Frame0(EntityPrototype prototype)
|
||||
{
|
||||
return GetPrototypeIcon(prototype).Default;
|
||||
}
|
||||
|
||||
public Texture Frame0(SpriteSpecifier specifier)
|
||||
{
|
||||
return RsiStateLike(specifier).Default;
|
||||
}
|
||||
|
||||
public IRsiStateLike RsiStateLike(SpriteSpecifier specifier)
|
||||
{
|
||||
switch (specifier)
|
||||
{
|
||||
case SpriteSpecifier.Texture tex:
|
||||
return tex.GetTexture(_resourceCache);
|
||||
|
||||
case SpriteSpecifier.Rsi rsi:
|
||||
return GetState(rsi);
|
||||
|
||||
case SpriteSpecifier.EntityPrototype prototypeIcon:
|
||||
return GetPrototypeIcon(prototypeIcon.EntityPrototypeId);
|
||||
|
||||
default:
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
}
|
||||
|
||||
public Texture GetIcon(IconComponent icon)
|
||||
{
|
||||
return GetState(icon.Icon).Frame0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
|
||||
/// This method caches the result based on the prototype identifier.
|
||||
/// </summary>
|
||||
public IRsiStateLike GetPrototypeIcon(string prototype)
|
||||
{
|
||||
// Check if this prototype has been cached before, and if so return the result.
|
||||
if (_cachedPrototypeIcons.TryGetValue(prototype, out var cachedResult))
|
||||
return cachedResult;
|
||||
|
||||
if (!_proto.TryIndex<EntityPrototype>(prototype, out var entityPrototype))
|
||||
{
|
||||
// The specified prototype doesn't exist, return the fallback "error" sprite.
|
||||
_sawmill.Error("Failed to load PrototypeIcon {0}", prototype);
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
// Generate the icon and cache it in case it's ever needed again.
|
||||
var result = GetPrototypeIcon(entityPrototype);
|
||||
_cachedPrototypeIcons[prototype] = result;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
|
||||
/// This method does NOT cache the result.
|
||||
/// </summary>
|
||||
public IRsiStateLike GetPrototypeIcon(EntityPrototype prototype)
|
||||
{
|
||||
// IconComponent takes precedence. If it has a valid icon, return that. Otherwise, continue as normal.
|
||||
if (prototype.Components.TryGetValue("Icon", out var compData)
|
||||
&& compData.Component is IconComponent icon)
|
||||
{
|
||||
return GetIcon(icon);
|
||||
}
|
||||
|
||||
// If the prototype doesn't have a SpriteComponent, then there's nothing we can do but return the fallback.
|
||||
if (!prototype.Components.ContainsKey("Sprite"))
|
||||
{
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
// Finally, we use spawn a dummy entity to get its icon.
|
||||
var dummy = Spawn(prototype.ID, MapCoordinates.Nullspace);
|
||||
var spriteComponent = EnsureComp<SpriteComponent>(dummy);
|
||||
var result = spriteComponent.Icon ?? GetFallbackState();
|
||||
Del(dummy);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
[Pure]
|
||||
public RSI.State GetFallbackState()
|
||||
{
|
||||
return _resourceCache.GetFallback<RSIResource>().RSI["error"];
|
||||
}
|
||||
|
||||
[Pure]
|
||||
public RSI.State GetState(SpriteSpecifier.Rsi rsiSpecifier)
|
||||
{
|
||||
if (_resourceCache.TryGetResource<RSIResource>(
|
||||
SpriteSpecifierSerializer.TextureRoot / rsiSpecifier.RsiPath,
|
||||
out var theRsi) &&
|
||||
theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
|
||||
{
|
||||
return state;
|
||||
}
|
||||
|
||||
_sawmill.Error("Failed to load RSI {0}", rsiSpecifier.RsiPath);
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
|
||||
{
|
||||
if (!args.TryGetModified<EntityPrototype>(out var modified))
|
||||
return;
|
||||
|
||||
// Remove all changed prototypes from the cache, if they're there.
|
||||
foreach (var prototype in modified)
|
||||
{
|
||||
// Let's be lazy and not regenerate them until something needs them again.
|
||||
_cachedPrototypeIcons.Remove(prototype);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -13,10 +13,9 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Graphics.RSI;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
@@ -36,24 +35,20 @@ namespace Robust.Client.GameObjects
|
||||
[Dependency] private readonly IResourceCache _resourceCache = default!;
|
||||
[Dependency] private readonly ILogManager _logManager = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _xforms = default!;
|
||||
[Dependency] private readonly SpriteTreeSystem _tree = default!;
|
||||
|
||||
public static readonly ProtoId<ShaderPrototype> UnshadedId = "unshaded";
|
||||
private readonly Queue<SpriteComponent> _inertUpdateQueue = new();
|
||||
|
||||
public static readonly ResPath TextureRoot = SpriteSpecifierSerializer.TextureRoot;
|
||||
|
||||
/// <summary>
|
||||
/// Entities that require a sprite frame update.
|
||||
/// </summary>
|
||||
private readonly HashSet<EntityUid> _queuedFrameUpdate = new();
|
||||
|
||||
private ISawmill _sawmill = default!;
|
||||
|
||||
internal void Render(EntityUid uid, SpriteComponent sprite, DrawingHandleWorld drawingHandle, Angle eyeRotation, in Angle worldRotation, in Vector2 worldPosition)
|
||||
{
|
||||
if (!sprite.IsInert)
|
||||
_queuedFrameUpdate.Add(uid);
|
||||
|
||||
sprite.RenderInternal(drawingHandle, eyeRotation, worldRotation, worldPosition, sprite.EnableDirectionOverride ? sprite.DirectionOverride : null);
|
||||
}
|
||||
private EntityQuery<SpriteComponent> _query;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -62,11 +57,11 @@ namespace Robust.Client.GameObjects
|
||||
UpdatesAfter.Add(typeof(SpriteTreeSystem));
|
||||
|
||||
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
|
||||
SubscribeLocalEvent<SpriteComponent, SpriteUpdateInertEvent>(QueueUpdateInert);
|
||||
SubscribeLocalEvent<SpriteComponent, ComponentInit>(OnInit);
|
||||
|
||||
Subs.CVar(_cfg, CVars.RenderSpriteDirectionBias, OnBiasChanged, true);
|
||||
_sawmill = _logManager.GetSawmill("sprite");
|
||||
_query = GetEntityQuery<SpriteComponent>();
|
||||
}
|
||||
|
||||
public bool IsVisible(Layer layer)
|
||||
@@ -85,18 +80,6 @@ namespace Robust.Client.GameObjects
|
||||
SpriteComponent.DirectionBias = value;
|
||||
}
|
||||
|
||||
private void QueueUpdateInert(EntityUid uid, SpriteComponent sprite, ref SpriteUpdateInertEvent ev)
|
||||
=> QueueUpdateInert(uid, sprite);
|
||||
|
||||
public void QueueUpdateInert(EntityUid uid, SpriteComponent sprite)
|
||||
{
|
||||
if (sprite._inertUpdateQueued)
|
||||
return;
|
||||
|
||||
sprite._inertUpdateQueued = true;
|
||||
_inertUpdateQueue.Enqueue(sprite);
|
||||
}
|
||||
|
||||
private void DoUpdateIsInert(SpriteComponent component)
|
||||
{
|
||||
component._inertUpdateQueued = false;
|
||||
|
||||
@@ -318,7 +318,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
screenSpriteSize.Y++;
|
||||
|
||||
bool exit = false;
|
||||
if (entry.Sprite.GetScreenTexture)
|
||||
if (entry.Sprite.GetScreenTexture && entry.Sprite.PostShader != null)
|
||||
{
|
||||
FlushRenderQueue();
|
||||
var tex = CopyScreenTexture(viewport.RenderTarget);
|
||||
@@ -369,7 +369,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
}
|
||||
}
|
||||
|
||||
spriteSystem.Render(entry.Uid, entry.Sprite, _renderHandle.DrawingHandleWorld, eye.Rotation, in entry.WorldRot, in entry.WorldPos);
|
||||
spriteSystem.RenderSprite(new(entry.Uid, entry.Sprite), _renderHandle.DrawingHandleWorld, eye.Rotation, entry.WorldRot, entry.WorldPos);
|
||||
|
||||
if (entry.Sprite.PostShader != null && entityPostRenderTarget != null)
|
||||
{
|
||||
|
||||
@@ -613,6 +613,8 @@ namespace Robust.Client.Graphics.Clyde
|
||||
EnsureBatchSpaceAvailable(4, GetQuadBatchIndexCount());
|
||||
EnsureBatchState(texture, true, GetQuadBatchPrimitiveType(), _queuedShader);
|
||||
|
||||
// TODO RENDERING
|
||||
// It's probably better to do this on the GPU.
|
||||
bl = Vector2.Transform(bl, _currentMatrixModel);
|
||||
br = Vector2.Transform(br, _currentMatrixModel);
|
||||
tr = Vector2.Transform(tr, _currentMatrixModel);
|
||||
|
||||
@@ -126,7 +126,7 @@ namespace Robust.Client.Placement
|
||||
|
||||
sprite.Color = IsValidPosition(coordinate) ? ValidPlaceColor : InvalidPlaceColor;
|
||||
var rot = args.Viewport.Eye?.Rotation ?? default;
|
||||
spriteSys.Render(uid.Value, sprite, args.WorldHandle, rot, worldRot, worldPos);
|
||||
spriteSys.RenderSprite((uid.Value, sprite), args.WorldHandle, rot, worldRot, worldPos);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -17,6 +17,7 @@ namespace Robust.Client.Utility
|
||||
/// </summary>
|
||||
public static class SpriteSpecifierExt
|
||||
{
|
||||
[Obsolete("Use SpriteSystem.GetTexture() instead")]
|
||||
public static Texture GetTexture(this SpriteSpecifier.Texture texSpecifier, IResourceCache cache)
|
||||
{
|
||||
return cache
|
||||
@@ -24,13 +25,14 @@ namespace Robust.Client.Utility
|
||||
.Texture;
|
||||
}
|
||||
|
||||
[Obsolete("Use SpriteSystem")]
|
||||
[Obsolete("Use SpriteSystem.GetState() instead")]
|
||||
public static RSI.State GetState(this SpriteSpecifier.Rsi rsiSpecifier, IResourceCache cache)
|
||||
{
|
||||
if (!cache.TryGetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / rsiSpecifier.RsiPath, out var theRsi))
|
||||
{
|
||||
var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>();
|
||||
Logger.Error("SpriteSpecifier failed to load RSI {0}", rsiSpecifier.RsiPath);
|
||||
return SpriteComponent.GetFallbackState(cache);
|
||||
return sys.GetFallbackState();
|
||||
}
|
||||
|
||||
if (theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
|
||||
@@ -39,21 +41,22 @@ namespace Robust.Client.Utility
|
||||
}
|
||||
|
||||
Logger.Error($"SpriteSpecifier has invalid RSI state '{rsiSpecifier.RsiState}' for RSI: {rsiSpecifier.RsiPath}");
|
||||
return SpriteComponent.GetFallbackState(cache);
|
||||
return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>().GetFallbackState();
|
||||
}
|
||||
|
||||
[Obsolete("Use SpriteSystem")]
|
||||
[Obsolete("Use SpriteSystem.Frame0() instead")]
|
||||
public static Texture Frame0(this SpriteSpecifier specifier)
|
||||
{
|
||||
return specifier.RsiStateLike().Default;
|
||||
}
|
||||
|
||||
[Obsolete("Use SpriteSystem.RsiStateLike() instead")]
|
||||
public static IDirectionalTextureProvider DirFrame0(this SpriteSpecifier specifier)
|
||||
{
|
||||
return specifier.RsiStateLike();
|
||||
}
|
||||
|
||||
[Obsolete("Use SpriteSystem")]
|
||||
[Obsolete("Use SpriteSystem.RsiStateLike() instead")]
|
||||
public static IRsiStateLike RsiStateLike(this SpriteSpecifier specifier)
|
||||
{
|
||||
var resC = IoCManager.Resolve<IResourceCache>();
|
||||
@@ -67,10 +70,11 @@ namespace Robust.Client.Utility
|
||||
|
||||
case SpriteSpecifier.EntityPrototype prototypeIcon:
|
||||
var protMgr = IoCManager.Resolve<IPrototypeManager>();
|
||||
var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>();
|
||||
if (!protMgr.TryIndex<EntityPrototype>(prototypeIcon.EntityPrototypeId, out var prototype))
|
||||
{
|
||||
Logger.Error("Failed to load PrototypeIcon {0}", prototypeIcon.EntityPrototypeId);
|
||||
return SpriteComponent.GetFallbackState(resC);
|
||||
return sys.GetFallbackState();
|
||||
}
|
||||
|
||||
return SpriteComponent.GetPrototypeIcon(prototype, resC);
|
||||
|
||||
@@ -104,6 +104,16 @@ namespace Robust.Shared.Maths
|
||||
return (Direction) (Math.Floor((ang + CardinalOffset) / CardinalSegment) * 2 % 8);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rounds the angle to the nearest cardinal direction. This behaves similarly to a combination of
|
||||
/// <see cref="GetCardinalDir"/> and Direction.ToAngle(), however this may return an angle outside of the range
|
||||
/// returned by those methods (-pi to pi).
|
||||
/// </summary>
|
||||
public Angle RoundToCardinalAngle()
|
||||
{
|
||||
return new Angle(CardinalSegment * Math.Floor((Theta + CardinalOffset) / CardinalSegment));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates the vector counter-clockwise around its origin by the value of Theta.
|
||||
/// </summary>
|
||||
|
||||
@@ -111,6 +111,11 @@ public abstract class ComponentTreeSystem<TTreeComp, TComp> : EntitySystem
|
||||
component.TreeUpdateQueued = true;
|
||||
_updateQueue.Enqueue((component, xform));
|
||||
}
|
||||
|
||||
public void QueueTreeUpdate(Entity<TComp> entity, TransformComponent? xform = null)
|
||||
{
|
||||
QueueTreeUpdate(entity.Owner, entity.Comp, xform);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Component Management
|
||||
|
||||
@@ -80,4 +80,8 @@ public enum LayerRenderingStrategy
|
||||
SnapToCardinals,
|
||||
NoRotation,
|
||||
UseSpriteStrategy
|
||||
// TODO SPRITE
|
||||
// Refactor this make the sprites strategy the actual default.
|
||||
// That way layers have to opt in to having a custom strategy, instead of opt out.
|
||||
// Also rename default to make it clear that its not actually the default, instead I guess its "WithRotation"?
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@ namespace Robust.Shared.Serialization.TypeSerializers.Implementations
|
||||
ITypeCopier<Rsi>,
|
||||
ITypeCopier<Texture>
|
||||
{
|
||||
// Should probably be in SpriteComponent, but is needed for server to validate paths.
|
||||
// Should probably be in SpriteSystem, but is needed for server to validate paths.
|
||||
// So I guess it might as well go here?
|
||||
public static readonly ResPath TextureRoot = new("/Textures");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user