Backported vsync changes from new-netcode, WIP hull visibility culling
The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
This commit is contained in:
@@ -453,13 +453,11 @@ namespace Barotrauma
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if (pauseMenuOpen)
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{
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pauseMenu.Update(0.016f);
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pauseMenu.Draw(spriteBatch);
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}
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if (settingsMenuOpen)
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{
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GameMain.Config.SettingsFrame.Update(0.016f);
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GameMain.Config.SettingsFrame.Draw(spriteBatch);
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}
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@@ -472,6 +470,16 @@ namespace Barotrauma
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public static void Update(float deltaTime)
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{
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if (pauseMenuOpen)
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{
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pauseMenu.Update(0.016f);
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}
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if (settingsMenuOpen)
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{
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GameMain.Config.SettingsFrame.Update(0.016f);
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}
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if (GUIMessageBox.MessageBoxes.Count > 0)
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{
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var messageBox = GUIMessageBox.MessageBoxes.Peek();
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@@ -162,38 +162,6 @@ namespace Barotrauma
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{
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if (!Visible) return;
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if (rect.Contains(PlayerInput.MousePosition) && CanBeSelected && Enabled && (MouseOn == null || MouseOn == this || IsParentOf(MouseOn)))
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{
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state = ComponentState.Hover;
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if (PlayerInput.LeftButtonHeld())
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{
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if (OnPressed != null)
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{
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if (OnPressed()) state = ComponentState.Selected;
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}
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}
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else if (PlayerInput.LeftButtonClicked())
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{
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GUI.PlayUISound(GUISoundType.Click);
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if (OnClicked != null)
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{
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if (OnClicked(this, UserData) && CanBeSelected) state = ComponentState.Selected;
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}
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else
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{
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Selected = !Selected;
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// state = state == ComponentState.Selected ? ComponentState.None : ComponentState.Selected;
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}
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}
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}
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else
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{
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state = Selected ? ComponentState.Selected : ComponentState.None;
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}
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frame.State = state;
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//Color currColor = color;
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//if (state == ComponentState.Hover) currColor = hoverColor;
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//if (state == ComponentState.Selected) currColor = selectedColor;
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@@ -208,5 +176,40 @@ namespace Barotrauma
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//if (!Enabled) GUI.DrawRectangle(spriteBatch, rect, Color.Gray*0.5f, true);
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}
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public override void Update(float deltaTime)
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{
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if (!Visible) return;
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base.Update(deltaTime);
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if (rect.Contains(PlayerInput.MousePosition) && CanBeSelected && Enabled && (MouseOn == null || MouseOn == this || IsParentOf(MouseOn)))
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{
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state = ComponentState.Hover;
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if (PlayerInput.LeftButtonHeld())
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{
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if (OnPressed != null)
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{
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if (OnPressed()) state = ComponentState.Selected;
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}
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}
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else if (PlayerInput.LeftButtonClicked())
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{
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GUI.PlayUISound(GUISoundType.Click);
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if (OnClicked != null)
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{
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if (OnClicked(this, UserData) && CanBeSelected) state = ComponentState.Selected;
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}
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else
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{
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Selected = !Selected;
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// state = state == ComponentState.Selected ? ComponentState.None : ComponentState.Selected;
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}
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}
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}
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else
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{
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state = Selected ? ComponentState.Selected : ComponentState.None;
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}
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frame.State = state;
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}
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}
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}
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@@ -317,10 +317,13 @@ namespace Barotrauma
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}
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for (int i = 0; i < children.Count; i++)
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//use a fixed list since children can change their order in the main children list
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//TODO: maybe find a more efficient way of handling changes in list order
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List<GUIComponent> fixedChildren = new List<GUIComponent>(children);
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foreach (GUIComponent c in fixedChildren)
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{
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if (!children[i].Visible) continue;
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children[i].Update(deltaTime);
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if (!c.Visible) continue;
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c.Update(deltaTime);
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}
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}
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@@ -101,6 +101,7 @@ namespace Barotrauma
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if (Hull.renderer != null)
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{
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Hull.renderer.ScrollWater(deltaTime);
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Hull.renderer.RenderBack(spriteBatch, renderTarget, 0.0f);
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}
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