Files
RobustToolbox/Robust.Client/Utility/SpriteSpecifierExt.cs
T
33a6934582 Large number of changes to Shaders and Overlays (#1387)
* AAAAAAAAAAAAA

* Organization

* Still doesnt work

* Formatting

* It works!!

* More changes to everything

* Beginning of changes to overlays

* Makes the overlay manager GUID based (also it was very messy, still messy but i fixed some of it)

* Stencils are easy

* Questionable changes to overlays

* Minor change to HLR

* Fixed duplicate overlays when calling some commands (Like showbb)

* Fixes misleading message

* Adds a variety of worldspaces for overlays to choose from

* Caching

* Address reviews

* Merging pains

* ah.

* ahhhhh

* minor overlaymanager changes

* Work

* fix

* Merge??

* Fixes null errors

* Force update

* Delete whatever the fuck this is?

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-03-09 01:52:16 -08:00

110 lines
4.0 KiB
C#

using System;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Robust.Client.Utility
{
/// <summary>
/// Helper methods for resolving <see cref="SpriteSpecifier"/>s.
/// </summary>
public static class SpriteSpecifierExt
{
public static Texture GetTexture(this SpriteSpecifier.Texture texSpecifier, IResourceCache cache)
{
return cache
.GetResource<TextureResource>(SharedSpriteComponent.TextureRoot / texSpecifier.TexturePath)
.Texture;
}
public static RSI.State GetState(this SpriteSpecifier.Rsi rsiSpecifier, IResourceCache cache)
{
if (cache.TryGetResource<RSIResource>(
SharedSpriteComponent.TextureRoot / rsiSpecifier.RsiPath,
out var theRsi) &&
theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
{
return state;
}
Logger.Error("Failed to load RSI {0}", rsiSpecifier.RsiPath);
return SpriteComponent.GetFallbackState(cache);
}
public static Texture Frame0(this SpriteSpecifier specifier)
{
return specifier.RsiStateLike().Default;
}
public static float[] FrameDelays(this SpriteSpecifier specifier) {
var resc = IoCManager.Resolve<IResourceCache>();
switch (specifier) {
case SpriteSpecifier.Rsi rsi:
if (resc.TryGetResource<RSIResource>(SpriteComponent.TextureRoot / rsi.RsiPath, out var theRsi)) {
if (theRsi.RSI.TryGetState(rsi.RsiState, out var state)) {
return state.Delays;
}
}
Logger.Error("Failed to load RSI {0}", rsi.RsiPath);
return new float[0];
default:
throw new NotImplementedException();
}
}
public static Texture[] FrameArr(this SpriteSpecifier specifier) {
var resc = IoCManager.Resolve<IResourceCache>();
switch (specifier) {
case SpriteSpecifier.Rsi rsi:
if (resc.TryGetResource<RSIResource>(SpriteComponent.TextureRoot / rsi.RsiPath, out var theRsi)) {
if (theRsi.RSI.TryGetState(rsi.RsiState, out var state)) {
return state.Icons[0];
}
}
Logger.Error("Failed to load RSI {0}", rsi.RsiPath);
return new Texture[0];
default:
throw new NotImplementedException();
}
}
public static IDirectionalTextureProvider DirFrame0(this SpriteSpecifier specifier)
{
return specifier.RsiStateLike();
}
public static IRsiStateLike RsiStateLike(this SpriteSpecifier specifier)
{
var resC = IoCManager.Resolve<IResourceCache>();
switch (specifier)
{
case SpriteSpecifier.Texture tex:
return tex.GetTexture(resC);
case SpriteSpecifier.Rsi rsi:
return rsi.GetState(resC);
case SpriteSpecifier.EntityPrototype prototypeIcon:
var protMgr = IoCManager.Resolve<IPrototypeManager>();
if (!protMgr.TryIndex<EntityPrototype>(prototypeIcon.EntityPrototypeId, out var prototype))
{
Logger.Error("Failed to load PrototypeIcon {0}", prototypeIcon.EntityPrototypeId);
return SpriteComponent.GetFallbackState(resC);
}
return SpriteComponent.GetPrototypeIcon(prototype, resC);
default:
throw new NotSupportedException();
}
}
}
}