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ss14-wega/Content.Client/Parallax/ParallaxControl.cs
Dmitry 25c5e59248 Upstream (#3172)
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2025-05-24 11:00:17 +03:00

96 lines
3.5 KiB
C#

using System.Numerics;
using Content.Client.Parallax.Data;
using Content.Client.Parallax.Managers;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Client.Parallax;
/// <summary>
/// Renders the parallax background as a UI control.
/// </summary>
public sealed class ParallaxControl : Control
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IParallaxManager _parallaxManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private string _parallaxPrototype = "FastSpace";
[ViewVariables(VVAccess.ReadWrite)] public Vector2 Offset { get; set; }
[ViewVariables(VVAccess.ReadWrite)] public float SpeedX { get; set; } = 0.0f;
[ViewVariables(VVAccess.ReadWrite)] public float SpeedY { get; set; } = 0.0f;
[ViewVariables(VVAccess.ReadWrite)] public float ScaleX { get; set; } = 1.0f;
[ViewVariables(VVAccess.ReadWrite)] public float ScaleY { get; set; } = 1.0f;
[ViewVariables(VVAccess.ReadWrite)] public string ParallaxPrototype
{
get => _parallaxPrototype;
set
{
_parallaxPrototype = value;
_parallaxManager.LoadParallaxByName(value);
}
}
public ParallaxControl()
{
IoCManager.InjectDependencies(this);
Offset = new Vector2(_random.Next(0, 1000), _random.Next(0, 1000));
RectClipContent = true;
_parallaxManager.LoadParallaxByName(_parallaxPrototype);
}
protected override void Draw(DrawingHandleScreen handle)
{
var currentTime = (float) _timing.RealTime.TotalSeconds;
var offset = Offset + new Vector2(currentTime * SpeedX, currentTime * SpeedY);
foreach (var layer in _parallaxManager.GetParallaxLayers(_parallaxPrototype))
{
var tex = layer.Texture;
var texSize = new Vector2i(
(int)(tex.Size.X * Size.X * layer.Config.Scale.X / 1920 * ScaleX),
(int)(tex.Size.Y * Size.X * layer.Config.Scale.Y / 1920 * ScaleY)
);
var ourSize = PixelSize;
//Protection from division by zero.
texSize.X = Math.Max(texSize.X, 1);
texSize.Y = Math.Max(texSize.Y, 1);
if (layer.Config.Tiled)
{
// Multiply offset by slowness to match normal parallax
var scaledOffset = (offset * layer.Config.Slowness).Floored();
// Then modulo the scaled offset by the size to prevent drawing a bunch of offscreen tiles for really small images.
scaledOffset.X %= texSize.X;
scaledOffset.Y %= texSize.Y;
// Note: scaledOffset must never be below 0 or there will be visual issues.
// It could be allowed to be >= texSize on a given axis but that would be wasteful.
for (var x = -scaledOffset.X; x < ourSize.X; x += texSize.X)
{
for (var y = -scaledOffset.Y; y < ourSize.Y; y += texSize.Y)
{
handle.DrawTextureRect(tex, UIBox2.FromDimensions(new Vector2(x, y), texSize));
}
}
}
else
{
var origin = ((ourSize - texSize) / 2) + layer.Config.ControlHomePosition;
handle.DrawTextureRect(tex, UIBox2.FromDimensions(origin, texSize));
}
}
}
}