(602bf4ba6) Implemented structure scaling. TODO: draw with correct scale when dragging

This commit is contained in:
Joonas Rikkonen
2019-04-16 17:13:18 +03:00
parent 3c147c1653
commit 9dc29965f6
6 changed files with 169 additions and 116 deletions
@@ -505,7 +505,7 @@ namespace Barotrauma
foreach (MapEntity e in selectedList)
{
e.prefab?.DrawPlacing(spriteBatch,
new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size));
new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size), e.Scale);
GUI.DrawRectangle(spriteBatch,
new Vector2(e.WorldRect.X, -e.WorldRect.Y) + moveAmount,
new Vector2(e.rect.Width, e.rect.Height),
@@ -41,13 +41,7 @@ namespace Barotrauma
MathHelper.Clamp(value.Y, 0.01f, 10));
}
}
// Only for testing in the debug build. Not saved.
#if DEBUG
[Editable, Serialize(true, false)]
#endif
public bool DrawTiled { get; protected set; } = true;
protected Vector2 textureOffset = Vector2.Zero;
[Editable(MinValueFloat = -1000f, MaxValueFloat = 1000f, ValueStep = 10f), Serialize("0.0, 0.0", true)]
public Vector2 TextureOffset
@@ -101,7 +95,7 @@ namespace Barotrauma
editingHUD = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.25f), GUI.Canvas, Anchor.CenterRight) { MinSize = new Point(400, 0) }) { UserData = this };
GUIListBox listBox = new GUIListBox(new RectTransform(new Vector2(0.95f, 0.8f), editingHUD.RectTransform, Anchor.Center), style: null);
var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, elementHeight: 20);
var buttonContainer = new GUILayoutGroup(new RectTransform(new Point(listBox.Content.Rect.Width, 20)), isHorizontal: true)
{
Stretch = true,
@@ -234,62 +228,35 @@ namespace Barotrauma
}
dropShadowOffset.Y = -dropShadowOffset.Y;
}
SpriteEffects oldEffects = Prefab.BackgroundSprite.effects;
Prefab.BackgroundSprite.effects ^= SpriteEffects;
if (DrawTiled)
Point backGroundOffset = new Point(
MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width),
MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height));
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
color: color,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset);
if (UseDropShadow)
{
SpriteEffects oldEffects = Prefab.BackgroundSprite.effects;
Prefab.BackgroundSprite.effects ^= SpriteEffects;
Point backGroundOffset = new Point(
MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width),
MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height));
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
new Vector2(rect.Width, rect.Height),
color: color,
color: Color.Black * 0.5f,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset);
if (UseDropShadow)
{
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
new Vector2(rect.Width, rect.Height),
color: Color.Black * 0.5f,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset,
depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
}
Prefab.BackgroundSprite.effects = oldEffects;
startOffset: backGroundOffset,
depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
}
else
{
Prefab.BackgroundSprite.Draw(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
color,
Vector2.Zero,
scale: Scale,
rotate: 0,
spriteEffect: SpriteEffects);
if (UseDropShadow)
{
Prefab.BackgroundSprite.Draw(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
Color.Black * 0.5f,
Vector2.Zero,
scale: Scale,
rotate: 0,
spriteEffect: SpriteEffects,
depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
}
}
Prefab.BackgroundSprite.effects = oldEffects;
}
}
@@ -316,39 +283,25 @@ namespace Barotrauma
Submarine.DamageEffectColor = color;
}
}
Point sectionOffset = new Point(
Math.Abs(rect.Location.X - Sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y));
if (DrawTiled)
{
Point sectionOffset = new Point(
Math.Abs(rect.Location.X - Sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y));
if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right;
if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height);
if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right;
if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height);
sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
prefab.sprite.DrawTiled(
spriteBatch,
new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)),
new Vector2(Sections[i].rect.Width, Sections[i].rect.Height),
color: color,
startOffset: sectionOffset,
depth: depth,
textureScale: TextureScale * Scale);
}
else
{
prefab.sprite.Draw(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
color,
Vector2.Zero,
scale: Scale,
rotate: 0,
spriteEffect: SpriteEffects);
}
prefab.sprite.DrawTiled(
spriteBatch,
new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)),
new Vector2(Sections[i].rect.Width, Sections[i].rect.Height),
color: color,
startOffset: sectionOffset,
depth: depth,
textureScale: TextureScale * Scale);
}
prefab.sprite.effects = oldEffects;
}