Files
RobustToolbox/Robust.Client/Graphics/IClydeViewport.cs
Richard Van Tassel 93d14d55c7 Let viewport clear when eye is missing (#6379)
* Adds option to viewport to allow render target clearing if eye is missing

* on->when and add to IClydeViewport

* add to ClydeHeadless
2026-01-18 21:17:31 +01:00

129 lines
4.6 KiB
C#

using System;
using System.Numerics;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics
{
/// <summary>
/// A viewport is an API for rendering a section of the game map centered around an eye,
/// complete with lighting, FOV and grid rendering.
/// </summary>
[NotContentImplementable]
public interface IClydeViewport : IDisposable
{
/// <summary>
/// A unique ID for this viewport. No other viewport with this ID can ever exist in the app lifetime.
/// </summary>
long Id { get; }
/// <summary>
/// The render target that is rendered to when rendering this viewport.
/// </summary>
IRenderTexture RenderTarget { get; }
IRenderTexture LightRenderTarget { get; }
IEye? Eye { get; set; }
Vector2i Size { get; }
/// <summary>
/// Raised when the viewport indicates that any cached rendering resources (e.g. render targets)
/// should be purged.
/// </summary>
/// <remarks>
/// This event is raised if the viewport is disposed (manually or via finalization).
/// However, code should expect this event to be raised at any time, even if the viewport is not disposed fully.
/// </remarks>
event Action<ClearCachedViewportResourcesEvent> ClearCachedResources;
/// <summary>
/// Color to clear the render target to before rendering. If null, no clearing will happen.
/// </summary>
Color? ClearColor { get; set; }
/// <summary>
/// On frames where Eye is null or in nullspace, whether the viewport may clear.
/// </summary>
bool ClearWhenMissingEye { get; set; }
/// <summary>
/// This is, effectively, a multiplier to the eye's zoom.
/// </summary>
Vector2 RenderScale { get; set; }
/// <summary>
/// If true, <see cref="Render"/> will be automatically called at the start of the frame.
/// </summary>
bool AutomaticRender { get; set; }
/// <summary>
/// Render the state of the world in this viewport, updating the texture inside the render target.
/// </summary>
void Render();
/// <summary>
/// Converts a point in the viewport's screen to world coordinates.
/// </summary>
MapCoordinates LocalToWorld(Vector2 point);
/// <summary>
/// Matrix equivalent of <see cref="LocalToWorld(Vector2)"/>.
/// </summary>
Matrix3x2 GetWorldToLocalMatrix();
/// <summary>
/// Converts a point in world-space to the viewport's screen coordinates.
/// </summary>
Vector2 WorldToLocal(Vector2 point);
/// <summary>
/// Draw below screen-space overlays for this viewport in UI space.
/// </summary>
/// <param name="handle">The drawing handle to draw with.</param>
/// <param name="control">The control rendering.</param>
/// <param name="viewportBounds">
/// Absolute screen-space bounds to draw the control at.
/// Not relative to the current transform of <see cref="handle"/>.
/// </param>
public void RenderScreenOverlaysBelow(
IRenderHandle handle,
IViewportControl control,
in UIBox2i viewportBounds);
/// <summary>
/// Draw above screen-space overlays for this viewport in UI space.
/// </summary>
/// <param name="handle">The drawing handle to draw with.</param>
/// <param name="control">The control rendering.</param>
/// <param name="viewportBounds">
/// Absolute screen-space bounds to draw the control at.
/// Not relative to the current transform of <see cref="handle"/>.
/// </param>
public void RenderScreenOverlaysAbove(
IRenderHandle handle,
IViewportControl control,
in UIBox2i viewportBounds);
}
public struct ClearCachedViewportResourcesEvent
{
/// <summary>
/// The <see cref="IClydeViewport.Id"/> of the viewport.
/// </summary>
public readonly long ViewportId;
/// <summary>
/// The viewport itself. This is not available if the viewport was disposed.
/// </summary>
public readonly IClydeViewport? Viewport;
internal ClearCachedViewportResourcesEvent(long viewportId, IClydeViewport? viewport)
{
ViewportId = viewportId;
Viewport = viewport;
}
}
}