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RobustToolbox/Robust.Client/Debugging/Overlays/TileDebugOverlay.cs
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Pieter-Jan Briers 83c2a1be11 [Dependency] source generator part 2 (#6550)
* [Dependency] source generator

No more reflection, no more codegen at runtime

Also various changes to Roslyn helpers to make this easier to write.

Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback.

No fallback is available for [field: Dependency] properties, due to a Roslyn bug.

Code Fixes exist. We love Roslyn

* Apply dependencies generator changes to all code

* Release notes

* Preprocessor got hands

* Handle nullable dependencies

These are bad but gotta deal with it.

* Apply suggestions from code review

Co-authored-by: Moony <moony@hellomouse.net>

* Fine, let's not use collection expressions

---------

Co-authored-by: Moony <moony@hellomouse.net>
2026-05-08 12:38:33 +02:00

230 lines
8.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
namespace Robust.Client.Debugging.Overlays;
/// <summary>
/// This is an abstract helper class that can be used to create simple debug overlays that need to render tile based data.
/// </summary>
[UsedImplicitly]
public abstract partial class TileDebugOverlay : Overlay, IPostInjectInit
{
[Dependency] protected IEntityManager Entity = default!;
[Dependency] protected IEyeManager Eye = default!;
[Dependency] protected IMapManager MapMan = default!;
[Dependency] protected IInputManager Input = default!;
[Dependency] protected IUserInterfaceManager Ui = default!;
[Dependency] protected IResourceCache Cache = default!;
protected SharedTransformSystem Transform = default!;
protected MapSystem Map = default!;
protected EntityLookupSystem Lookup = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace | OverlaySpace.ScreenSpace;
protected Font Font = default!;
protected List<Entity<MapGridComponent>> Grids = new();
public void PostInject()
{
Transform = Entity.System<SharedTransformSystem>();
Map = Entity.System<MapSystem>();
Lookup = Entity.System<EntityLookupSystem>();
var font = Cache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf");
Font = new VectorFont(font, 8);
Init();
}
protected virtual void Init()
{
}
protected internal override void Draw(in OverlayDrawArgs args)
{
Grids.Clear();
if (args.Viewport.Eye?.Position.MapId is not {} map || map == MapId.Nullspace)
return;
MapMan.FindGridsIntersecting(map, args.WorldBounds, ref Grids);
foreach (var grid in Grids)
{
switch (args.Space)
{
case OverlaySpace.ScreenSpace:
DrawScreen(args, grid);
break;
case OverlaySpace.WorldSpace:
DrawWorld(args, grid);
break;
}
}
Grids.Clear();
}
protected virtual void DrawScreen(in OverlayDrawArgs args, Entity<MapGridComponent> grid)
{
var handle = args.ScreenHandle;
var (_, _, matrix, invMatrix) = Transform.GetWorldPositionRotationMatrixWithInv(grid.Owner);
var gridBounds = invMatrix.TransformBox(args.WorldBounds).Enlarged(grid.Comp.TileSize * 2);
var tilesEnumerator = Map.GetLocalTilesEnumerator(grid, grid, gridBounds);
while (tilesEnumerator.MoveNext(out var tile))
{
var tileBounds = Lookup.GetLocalBounds(tile, grid.Comp.TileSize);
if (!gridBounds.Intersects(tileBounds))
continue;
var screenTileCentre = Eye.WorldToScreen(Vector2.Transform(tileBounds.Center, matrix));
DrawTileText(handle, screenTileCentre, tile.GridIndices, grid);
}
// Draw mouse tooltip
DrawTooltip(handle);
}
protected virtual void DrawTooltip(DrawingHandleScreen handle)
{
var mousePos = Input.MouseScreenPosition;
if (!mousePos.IsValid)
return;
if (Ui.MouseGetControl(mousePos) is not IViewportControl viewport)
return;
var coords = viewport.PixelToMap(mousePos.Position);
if (!MapMan.TryFindGridAt(coords, out var grid, out var comp))
return;
var local = Map.WorldToLocal(grid, comp, coords.Position);
var x = (int) Math.Floor(local.X / comp.TileSize);
var y = (int) Math.Floor(local.Y / comp.TileSize);
var indices = new Vector2i(x, y);
DrawTooltip(handle, mousePos.Position, local, indices, (grid, comp));
}
/// <summary>
/// Draw a tooltip around the mouse
/// </summary>
/// <param name="mouseScreen">The mouse's screen coordinates</param>
/// <param name="mouseLocal">The mouse's local grid coordinates</param>
/// <param name="indices">The mouse's tile indices</param>
/// <param name="grid">The grid that the mouse is hovering over</param>
protected virtual void DrawTooltip(DrawingHandleScreen handle, Vector2 mouseScreen, Vector2 mouseLocal, Vector2i indices, Entity<MapGridComponent> grid)
{
if (GetTooltip(mouseLocal, indices, grid) is not { } text)
return;
var lineHeight = Font.GetLineHeight(1f);
var offset = new Vector2(0, lineHeight);
handle.DrawString(Font, mouseScreen - offset, text);
}
protected virtual void DrawTileText(DrawingHandleScreen handle, Vector2 tileCentre, Vector2i indices, Entity<MapGridComponent> grid)
{
if (GetText(indices, grid) is {} text)
handle.DrawString(Font, tileCentre, text);
}
protected virtual void DrawWorld(in OverlayDrawArgs args, Entity<MapGridComponent> grid)
{
var handle = args.WorldHandle;
var (_, _, matrix, invMatrix) = Transform.GetWorldPositionRotationMatrixWithInv(grid.Owner);
var gridBounds = invMatrix.TransformBox(args.WorldBounds).Enlarged(grid.Comp.TileSize * 2);
var tilesEnumerator = Map.GetLocalTilesEnumerator(grid, grid, gridBounds);
while (tilesEnumerator.MoveNext(out var tile))
{
handle.SetTransform(matrix);
var tileBounds = Lookup.GetLocalBounds(tile, grid.Comp.TileSize);
if (gridBounds.Intersects(tileBounds))
DrawTile(handle, tileBounds, tile.GridIndices, grid);
}
handle.SetTransform(Matrix3x2.Identity);
}
protected virtual void DrawTile(DrawingHandleWorld handle, Box2 tile, Vector2i indices, Entity<MapGridComponent> grid)
{
if (GetColor(indices, grid) is not { } color)
return;
handle.DrawRect(tile, color.Border, filled: false);
handle.DrawRect(tile, color.Fill, filled: true);
}
/// <summary>
/// Get text that will be rendered in a grid tile.
/// </summary>
protected abstract string? GetText(Vector2i indices, Entity<MapGridComponent> grid);
/// <summary>
/// Get tooltip text that will be shown next to the mouse.
/// </summary>
/// <param name="mousePos">The mouse's position relative to the grid.</param>
/// <param name="gridIndices">The grid indices corresponding to the mouse's position</param>
/// <param name="grid">The grid that the mouse is over.</param>
protected abstract string? GetTooltip(Vector2 mousePos, Vector2i indices, Entity<MapGridComponent> grid);
/// <summary>
/// Get a border & fill color that will be used to draw a grid tile.
/// </summary>
protected abstract (Color Fill, Color Border)? GetColor(Vector2i indices, Entity<MapGridComponent> grid);
}
/// <summary>
/// Variant of <see cref="TileDebugOverlay"/> that exists to draw simple float information for each tile.
/// </summary>
public abstract class TileFloatDebugOverlay : TileDebugOverlay
{
protected virtual float MinValue => 0;
protected virtual float MaxValue => 1;
protected abstract float? GetData(Vector2i indices, Entity<MapGridComponent> grid);
protected override string? GetText(Vector2i indices, Entity<MapGridComponent> grid)
{
return GetData(indices, grid)?.ToString("F2");
}
protected override string? GetTooltip(Vector2 mousePos, Vector2i indices, Entity<MapGridComponent> grid)
{
return GetData(indices, grid)?.ToString("F2");
}
protected override (Color Fill, Color Border)? GetColor(Vector2i indices, Entity<MapGridComponent> grid)
{
if (GetData(indices, grid) is not { } value)
return null;
var color = Gradient(value, MinValue, MaxValue);
return (color.WithAlpha(0.2f), color);
}
/// <summary>
/// Simple yellow -> orange -> red gradient.
/// </summary>
public Color Gradient(float value, float min, float max)
{
// map min to 1, max to 0
value = (value - min) / (max - min);
return value < 0.5f
? Color.InterpolateBetween(Color.Yellow, Color.Orange, value * 2)
: Color.InterpolateBetween(Color.Orange, Color.Red, (value - 0.5f) * 2);
}
}