Further separation of client-specific code

Still not done here, just gonna push a commit now so I can pull this from elsewhere.
This commit is contained in:
juanjp600
2017-06-16 16:02:07 -03:00
parent e4a878113f
commit 7168a534ed
64 changed files with 3733 additions and 2954 deletions
+25 -190
View File
@@ -1,8 +1,6 @@
using System.Linq;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Barotrauma.Networking;
using System;
using System.Collections.Generic;
@@ -10,65 +8,26 @@ using Barotrauma.Items.Components;
namespace Barotrauma
{
class InventorySlot
partial class InventorySlot
{
public Rectangle Rect;
public GUIComponent.ComponentState State;
public bool Disabled;
public bool IsHighlighted
{
get
{
return State == GUIComponent.ComponentState.Hover;
}
}
public Color Color;
public Color BorderHighlightColor;
private CoroutineHandle BorderHighlightCoroutine;
public InventorySlot(Rectangle rect)
{
Rect = rect;
#if CLIENT
State = GUIComponent.ComponentState.None;
Color = Color.White * 0.4f;
#endif
}
public void ShowBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration)
{
if (BorderHighlightCoroutine != null)
{
BorderHighlightCoroutine = null;
}
BorderHighlightCoroutine = CoroutineManager.StartCoroutine(UpdateBorderHighlight(color, fadeInDuration, fadeOutDuration));
}
private IEnumerable<object> UpdateBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration)
{
float t = 0.0f;
while (t < fadeInDuration + fadeOutDuration)
{
BorderHighlightColor = (t < fadeInDuration) ?
Color.Lerp(Color.Transparent, color, t / fadeInDuration) :
Color.Lerp(color, Color.Transparent, (t - fadeInDuration) / fadeOutDuration);
t += CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
yield return CoroutineStatus.Success;
}
}
class Inventory : IServerSerializable, IClientSerializable
partial class Inventory : IServerSerializable, IClientSerializable
{
public static InventorySlot draggingSlot;
public static Item draggingItem;
@@ -86,8 +45,6 @@ namespace Barotrauma
protected int capacity;
private Vector2 centerPos;
protected int selectedSlot = -1;
protected InventorySlot[] slots;
@@ -101,14 +58,18 @@ namespace Barotrauma
private float syncItemsDelay;
private CoroutineHandle syncItemsCoroutine;
private Vector2 centerPos;
public Vector2 CenterPos
{
get { return centerPos; }
set
{
centerPos = value;
#if CLIENT
centerPos.X *= GameMain.GraphicsWidth;
centerPos.Y *= GameMain.GraphicsHeight;
#endif
}
}
@@ -195,7 +156,9 @@ namespace Barotrauma
}
else
{
#if CLIENT
if (slots != null && createNetworkEvent) slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
#endif
return false;
}
}
@@ -213,7 +176,9 @@ namespace Barotrauma
Items[i] = item;
item.ParentInventory = this;
#if CLIENT
if (slots != null) slots[i].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
#endif
if (item.body != null)
{
@@ -232,10 +197,12 @@ namespace Barotrauma
{
GameMain.Server.CreateEntityEvent(Owner as IServerSerializable, new object[] { NetEntityEvent.Type.InventoryState });
}
#if CLIENT
else if (GameMain.Client != null)
{
GameMain.Client.CreateEntityEvent(Owner as IClientSerializable, new object[] { NetEntityEvent.Type.InventoryState });
}
#endif
}
public Item FindItem(string itemName)
@@ -311,79 +278,13 @@ namespace Barotrauma
}
public virtual void Draw(SpriteBatch spriteBatch, bool subInventory = false)
{
if (slots == null || isSubInventory != subInventory) return;
for (int i = 0; i < capacity; i++)
{
if (slots[i].Disabled) continue;
//don't draw the item if it's being dragged out of the slot
bool drawItem = draggingItem == null || draggingItem != Items[i] || slots[i].IsHighlighted;
DrawSlot(spriteBatch, slots[i], Items[i], drawItem);
}
if (draggingItem != null &&
(draggingSlot == null || (!draggingSlot.Rect.Contains(PlayerInput.MousePosition) && draggingItem.ParentInventory == this)))
{
Rectangle dragRect = new Rectangle(
(int)PlayerInput.MousePosition.X - 10,
(int)PlayerInput.MousePosition.Y - 10,
40, 40);
DrawSlot(spriteBatch, new InventorySlot(dragRect), draggingItem);
}
for (int i = 0; i < capacity; i++)
{
if (slots[i].IsHighlighted && !slots[i].Disabled && Items[i] != null)
{
string toolTip = "";
if (GameMain.DebugDraw)
{
toolTip = Items[i].ToString();
}
else
{
toolTip = string.IsNullOrEmpty(Items[i].Description) ?
Items[i].Name :
Items[i].Name + '\n' + Items[i].Description;
}
DrawToolTip(spriteBatch, toolTip, slots[i].Rect);
break;
}
}
}
protected void DrawToolTip(SpriteBatch spriteBatch, string toolTip, Rectangle highlightedSlot)
{
int maxWidth = 300;
toolTip = ToolBox.WrapText(toolTip, maxWidth, GUI.Font);
Vector2 textSize = GUI.Font.MeasureString(toolTip);
Vector2 rectSize = textSize * 1.2f;
Vector2 pos = new Vector2(highlightedSlot.Right, highlightedSlot.Y-rectSize.Y);
pos.X = (int)(pos.X + 3);
pos.Y = (int)pos.Y;
GUI.DrawRectangle(spriteBatch, pos, rectSize, Color.Black * 0.8f, true);
GUI.Font.DrawString(spriteBatch, toolTip,
new Vector2((int)(pos.X + rectSize.X * 0.5f), (int)(pos.Y + rectSize.Y * 0.5f)),
Color.White, 0.0f,
new Vector2((int)(textSize.X * 0.5f), (int)(textSize.Y * 0.5f)),
1.0f, SpriteEffects.None, 0.0f);
}
protected void UpdateSlot(InventorySlot slot, int slotIndex, Item item, bool isSubSlot)
{
bool mouseOn = slot.Rect.Contains(PlayerInput.MousePosition) && !Locked;
#if CLIENT
slot.State = GUIComponent.ComponentState.None;
#endif
if (!(this is CharacterInventory) && !mouseOn && selectedSlot==slotIndex)
{
@@ -393,7 +294,9 @@ namespace Barotrauma
if (mouseOn &&
(draggingItem!=null || selectedSlot==slotIndex || selectedSlot==-1))
{
#if CLIENT
slot.State = GUIComponent.ComponentState.Hover;
#endif
if (!isSubSlot && selectedSlot == -1)
{
@@ -420,11 +323,15 @@ namespace Barotrauma
//selectedSlot = slotIndex;
if (TryPutItem(draggingItem, slotIndex, true))
{
#if CLIENT
if (slots != null) slots[slotIndex].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
#endif
}
else
{
#if CLIENT
if (slots != null) slots[slotIndex].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
#endif
}
draggingItem = null;
draggingSlot = null;
@@ -460,83 +367,11 @@ namespace Barotrauma
container.Inventory.isSubInventory = true;
#if CLIENT
slots[slotIndex].State = GUIComponent.ComponentState.Hover;
container.Inventory.Update(deltaTime, true);
}
public void DrawSubInventory(SpriteBatch spriteBatch, int slotIndex)
{
var item = Items[slotIndex];
if (item == null) return;
var container = item.GetComponent<ItemContainer>();
if (container == null) return;
if (container.Inventory.slots == null || !container.Inventory.isSubInventory) return;
int itemCapacity = container.Capacity;
#if DEBUG
System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < Items.Length);
#else
if (slotIndex < 0 || slotIndex >= Items.Length) return;
#endif
var slot = slots[slotIndex];
Rectangle containerRect = new Rectangle(slot.Rect.X - 5, slot.Rect.Y - (40 + 10) * itemCapacity - 5,
slot.Rect.Width + 10, slot.Rect.Height + (40 + 10) * itemCapacity + 10);
GUI.DrawRectangle(spriteBatch, new Rectangle(containerRect.X, containerRect.Y, containerRect.Width, containerRect.Height - slot.Rect.Height - 5), Color.Black * 0.8f, true);
GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
container.Inventory.Draw(spriteBatch, true);
if (!containerRect.Contains(PlayerInput.MousePosition))
{
if (draggingItem == null || draggingItem.Container != item) selectedSlot = -1;
}
}
protected void DrawSlot(SpriteBatch spriteBatch, InventorySlot slot, Item item, bool drawItem=true)
{
Rectangle rect = slot.Rect;
GUI.DrawRectangle(spriteBatch, rect, (slot.IsHighlighted ? Color.Red * 0.4f : slot.Color), true);
if (item != null && drawItem)
{
if (item.Condition < 100.0f)
{
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Bottom - 8, rect.Width, 8), Color.Black*0.8f, true);
GUI.DrawRectangle(spriteBatch,
new Rectangle(rect.X, rect.Bottom - 8, (int)(rect.Width * item.Condition / 100.0f), 8),
Color.Lerp(Color.Red, Color.Green, item.Condition / 100.0f)*0.8f, true);
}
var containedItems = item.ContainedItems;
if (containedItems != null && containedItems.Length == 1 && containedItems[0].Condition < 100.0f)
{
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Y, rect.Width, 8), Color.Black*0.8f, true);
GUI.DrawRectangle(spriteBatch,
new Rectangle(rect.X, rect.Y, (int)(rect.Width * containedItems[0].Condition / 100.0f), 8),
Color.Lerp(Color.Red, Color.Green, containedItems[0].Condition / 100.0f)*0.8f, true);
}
}
GUI.DrawRectangle(spriteBatch, rect, (slot.IsHighlighted ? Color.Red * 0.4f : slot.Color), false);
if (slot.BorderHighlightColor != Color.Transparent)
{
Rectangle highlightRect = slot.Rect;
highlightRect.Inflate(3,3);
GUI.DrawRectangle(spriteBatch, highlightRect, slot.BorderHighlightColor, false, 0, 5);
}
if (item == null || !drawItem) return;
item.Sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), item.Color);
container.Inventory.Update(deltaTime, true);
}
public void ClientWrite(NetBuffer msg, object[] extraData = null)