Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

View File

@@ -1,37 +0,0 @@
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.Graphics.Overlays
{
public class CircleMaskOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
public CircleMaskOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
if (!CritOverlay.LocalPlayerHasState(_playerManager, false, true))
return;
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
var viewport = _eyeManager.GetWorldViewport();
worldHandle.DrawRect(viewport, Color.White);
}
}
}

View File

@@ -1,33 +0,0 @@
#nullable enable
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using System;
namespace Content.Client.Graphics.Overlays
{
public class ColoredScreenBorderOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
public ColoredScreenBorderOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("ColoredScreenBorder").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
var viewport = _eyeManager.GetWorldViewport();
worldHandle.DrawRect(viewport, Color.White);
}
}
}

View File

@@ -1,59 +0,0 @@
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.Graphics.Overlays
{
public class CritOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _gradientCircleShader;
private readonly ShaderInstance? _glowingBorderShader;
public CritOverlay()
{
IoCManager.InjectDependencies(this);
_gradientCircleShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
}
public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead) {
var playerEntity = pm.LocalPlayer?.ControlledEntity;
if (playerEntity == null)
{
return false;
}
if (playerEntity.TryGetComponent<IMobStateComponent>(out var mobState))
{
if (critical)
if (mobState.IsCritical())
return true;
if (dead)
if (mobState.IsDead())
return true;
}
return false;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (!LocalPlayerHasState(_playerManager, true, false))
return;
var worldHandle = args.WorldHandle;
var viewport = _eyeManager.GetWorldViewport();
worldHandle.UseShader(_gradientCircleShader);
worldHandle.DrawRect(viewport, Color.White);
}
}
}

View File

@@ -1,72 +0,0 @@
using Content.Client.State;
using Robust.Client.Graphics;
using Robust.Client.State;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
namespace Content.Client.Graphics.Overlays
{
public class FlashOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IClyde _displayManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
private readonly ShaderInstance _shader;
private double _startTime = -1;
private double _lastsFor = 1;
private Texture? _screenshotTexture;
public FlashOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
}
public void ReceiveFlash(double duration)
{
if (_stateManager.CurrentState is IMainViewportState state)
{
state.Viewport.Viewport.Screenshot(image =>
{
var rgba32Image = image.CloneAs<Rgba32>(Configuration.Default);
_screenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
});
}
_startTime = _gameTiming.CurTime.TotalSeconds;
_lastsFor = duration;
}
protected override void Draw(in OverlayDrawArgs args)
{
var percentComplete = (float) ((_gameTiming.CurTime.TotalSeconds - _startTime) / _lastsFor);
if (percentComplete >= 1.0f)
return;
var screenSpaceHandle = args.ScreenHandle;
screenSpaceHandle.UseShader(_shader);
_shader.SetParameter("percentComplete", percentComplete);
var screenSize = UIBox2.FromDimensions((0, 0), _displayManager.ScreenSize);
if (_screenshotTexture != null)
{
screenSpaceHandle.DrawTextureRect(_screenshotTexture, screenSize);
}
}
protected override void DisposeBehavior()
{
base.Dispose();
_screenshotTexture = null;
}
}
}

View File

@@ -1,144 +0,0 @@
#nullable enable
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using System.Collections.Generic;
using Robust.Client.Graphics;
using System.Linq;
using System;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Content.Client.GameObjects.Components.Singularity;
using Robust.Shared.Map;
namespace Content.Client.Graphics.Overlays
{
public class SingularityOverlay : Overlay
{
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IClyde _displayManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _shader;
Dictionary<EntityUid, SingularityShaderInstance> _singularities = new Dictionary<EntityUid, SingularityShaderInstance>();
public SingularityOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
}
public override bool OverwriteTargetFrameBuffer()
{
return _singularities.Count() > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
SingularityQuery(args.Viewport.Eye);
var viewportWB = args.WorldBounds;
// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
foreach (SingularityShaderInstance instance in _singularities.Values)
{
// To be clear, this needs to use "inside-viewport" pixels.
// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
var tempCoords = args.Viewport.WorldToLocal(instance.CurrentMapCoords);
tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
_shader?.SetParameter("positionInput", tempCoords);
if (ScreenTexture != null)
_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader?.SetParameter("intensity", instance.Intensity);
_shader?.SetParameter("falloff", instance.Falloff);
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
worldHandle.DrawRect(viewportWB, Color.White);
}
}
//Queries all singulos on the map and either adds or removes them from the list of rendered singulos based on whether they should be drawn (in range? on the same z-level/map? singulo entity still exists?)
private float _maxDist = 15.0f;
private void SingularityQuery(IEye? currentEye)
{
if (currentEye == null)
{
_singularities.Clear();
return;
}
var currentEyeLoc = currentEye.Position;
var currentMap = currentEye.Position.MapId;
var singuloComponents = _componentManager.EntityQuery<IClientSingularityInstance>();
foreach (var singuloInterface in singuloComponents) //Add all singulos that are not added yet but qualify
{
var singuloComponent = (Component)singuloInterface;
var singuloEntity = singuloComponent.Owner;
if (!_singularities.Keys.Contains(singuloEntity.Uid) && SinguloQualifies(singuloEntity, currentEyeLoc))
{
_singularities.Add(singuloEntity.Uid, new SingularityShaderInstance(singuloEntity.Transform.MapPosition.Position, singuloInterface.Intensity, singuloInterface.Falloff));
}
}
var activeShaderUids = _singularities.Keys;
foreach (var activeSinguloUid in activeShaderUids) //Remove all singulos that are added and no longer qualify
{
if (_entityManager.TryGetEntity(activeSinguloUid, out IEntity? singuloEntity))
{
if (!SinguloQualifies(singuloEntity, currentEyeLoc))
{
_singularities.Remove(activeSinguloUid);
}
else
{
if (!singuloEntity.TryGetComponent<IClientSingularityInstance>(out var singuloInterface))
{
_singularities.Remove(activeSinguloUid);
}
else
{
var shaderInstance = _singularities[activeSinguloUid];
shaderInstance.CurrentMapCoords = singuloEntity.Transform.MapPosition.Position;
shaderInstance.Intensity = singuloInterface.Intensity;
shaderInstance.Falloff = singuloInterface.Falloff;
}
}
}
else
{
_singularities.Remove(activeSinguloUid);
}
}
}
private bool SinguloQualifies(IEntity singuloEntity, MapCoordinates currentEyeLoc)
{
return singuloEntity.Transform.MapID == currentEyeLoc.MapId && singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), _maxDist);
}
private sealed class SingularityShaderInstance
{
public Vector2 CurrentMapCoords;
public float Intensity;
public float Falloff;
public SingularityShaderInstance(Vector2 mapCoords, float intensity, float falloff)
{
CurrentMapCoords = mapCoords;
Intensity = intensity;
Falloff = falloff;
}
}
}
}