using Barotrauma.Networking; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Items.Components { partial class Connection { //private static Texture2D panelTexture; private static Sprite connector; private static Sprite wireVertical; private static Sprite connectionSprite; private static Sprite connectionSpriteHighlight; private static List screwSprites; private static Wire draggingConnected; public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character) { Rectangle panelRect = panel.GuiFrame.Rect; int x = panelRect.X, y = panelRect.Y; int width = panelRect.Width, height = panelRect.Height; bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition); int totalWireCount = 0; foreach (Connection c in panel.Connections) { totalWireCount += c.Wires.Count(w => w != null); } Wire equippedWire = null; if (!panel.Locked || Screen.Selected == GameMain.SubEditorScreen) { //if the Character using the panel has a wire item equipped //and the wire hasn't been connected yet, draw it on the panel for (int i = 0; i < character.SelectedItems.Length; i++) { Item selectedItem = character.SelectedItems[i]; if (selectedItem == null) continue; Wire wireComponent = selectedItem.GetComponent(); if (wireComponent != null) equippedWire = wireComponent; } } Vector2 rightPos = new Vector2(x + width - 130, y + 80); Vector2 leftPos = new Vector2(x + 130, y + 80); Vector2 rightWirePos = new Vector2(x + width - 5, y + 30); Vector2 leftWirePos = new Vector2(x + 5, y + 30); int wireInterval = (height - 20) / Math.Max(totalWireCount, 1); int connectorIntervalLeft = (height - 100) / Math.Max(panel.Connections.Count(c => c.IsOutput), 1); int connectorIntervalRight = (height - 100) / Math.Max(panel.Connections.Count(c => !c.IsOutput), 1); foreach (Connection c in panel.Connections) { //if dragging a wire, let the Inventory know so that the wire can be //dropped or dragged from the panel to the players inventory if (draggingConnected != null) { int linkIndex = c.FindWireIndex(draggingConnected.Item); if (linkIndex > -1) { Inventory.draggingItem = c.wires[linkIndex].Item; } } //outputs are drawn at the right side of the panel, inputs at the left if (c.IsOutput) { c.Draw(spriteBatch, panel, rightPos, new Vector2(rightPos.X - GUI.SmallFont.MeasureString(c.Name).X - 20, rightPos.Y + 3), rightWirePos, mouseInRect, equippedWire, wireInterval); rightPos.Y += connectorIntervalLeft; rightWirePos.Y += c.Wires.Count(w => w != null) * wireInterval; } else { c.Draw(spriteBatch, panel, leftPos, new Vector2(leftPos.X + 20, leftPos.Y - 12), leftWirePos, mouseInRect, equippedWire, wireInterval); leftPos.Y += connectorIntervalRight; leftWirePos.Y += c.Wires.Count(w => w != null) * wireInterval; //leftWireX -= wireInterval; } } if (draggingConnected != null) { DrawWire(spriteBatch, draggingConnected, draggingConnected.Item, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height - 10), mouseInRect, null, panel, ""); if (!PlayerInput.LeftButtonHeld()) { if (GameMain.Client != null) { panel.Item.CreateClientEvent(panel); } draggingConnected = null; } } //if the Character using the panel has a wire item equipped //and the wire hasn't been connected yet, draw it on the panel if (equippedWire != null) { if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null) { DrawWire(spriteBatch, equippedWire, equippedWire.Item, new Vector2(x + width / 2, y + height - 100), new Vector2(x + width / 2, y + height), mouseInRect, null, panel, ""); if (draggingConnected == equippedWire) Inventory.draggingItem = equippedWire.Item; } } //stop dragging a wire item if the cursor is within any connection panel //(so we don't drop the item when dropping the wire on a connection) if (mouseInRect || GUI.MouseOn?.UserData is ConnectionPanel) Inventory.draggingItem = null; } private void Draw(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval) { //spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White); GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont); connectionSprite.Draw(spriteBatch, position); for (int i = 0; i < MaxLinked; i++) { if (wires[i] == null || wires[i].Hidden || draggingConnected == wires[i]) continue; Connection recipient = wires[i].OtherConnection(this); string label = recipient == null ? "" : wires[i].Locked ? recipient.item.Name + "\n" + TextManager.Get("ConnectionLocked") : recipient.item.Name; DrawWire(spriteBatch, wires[i], (recipient == null) ? wires[i].Item : recipient.item, position, wirePosition, mouseIn, equippedWire, panel, label); wirePosition.Y += wireInterval; } if (draggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < 13.0f) { connectionSpriteHighlight.Draw(spriteBatch, position); if (!PlayerInput.LeftButtonHeld()) { //find an empty cell for the new connection int index = FindEmptyIndex(); if (index > -1 && !Wires.Contains(draggingConnected)) { bool alreadyConnected = draggingConnected.IsConnectedTo(panel.Item); draggingConnected.RemoveConnection(panel.Item); if (draggingConnected.Connect(this, !alreadyConnected, true)) { var otherConnection = draggingConnected.OtherConnection(this); SetWire(index, draggingConnected); } } } } if (Wires.Any(w => w != null && w != draggingConnected)) { int screwIndex = (int)Math.Floor(position.Y / 30.0f) % screwSprites.Count; screwSprites[screwIndex].Draw(spriteBatch, position); } } private static void DrawWire(SpriteBatch spriteBatch, Wire wire, Item item, Vector2 end, Vector2 start, bool mouseIn, Wire equippedWire, ConnectionPanel panel, string label) { if (draggingConnected == wire) { if (!mouseIn) return; end = PlayerInput.MousePosition; start.X = (start.X + end.X) / 2.0f; } int textX = (int)start.X; if (start.X < end.X) textX -= 10; else textX += 10; bool canDrag = equippedWire == null || equippedWire == wire; float alpha = canDrag ? 1.0f : 0.5f; bool mouseOn = canDrag && ((PlayerInput.MousePosition.X > Math.Min(start.X, end.X) && PlayerInput.MousePosition.X < Math.Max(start.X, end.X) && MathUtils.LineToPointDistance(start, end, PlayerInput.MousePosition) < 6) || Vector2.Distance(end, PlayerInput.MousePosition) < 20.0f || new Rectangle((start.X < end.X) ? textX - 100 : textX, (int)start.Y - 5, 100, 14).Contains(PlayerInput.MousePosition)); if (!string.IsNullOrEmpty(label)) { GUI.DrawString(spriteBatch, new Vector2(start.X < end.X ? textX - GUI.SmallFont.MeasureString(label).X : textX, start.Y - 5.0f), label, (mouseOn ? Color.Gold : Color.White) * (wire.Locked ? 0.6f : 1.0f), Color.Black * 0.8f, 3, GUI.SmallFont); } var wireEnd = end + Vector2.Normalize(start - end) * 30.0f; float dist = Vector2.Distance(start, wireEnd); if (mouseOn) { spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(18, (int)dist)), wireVertical.SourceRect, Color.Gold, MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above) new Vector2(6, 0), // point in line about which to rotate SpriteEffects.None, 0.0f); } spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(12, (int)dist)), wireVertical.SourceRect, wire.Item.Color * alpha, MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above) new Vector2(6, 0), // point in line about which to rotate SpriteEffects.None, 0.0f); connector.Draw(spriteBatch, end, Color.White, new Vector2(10.0f, 10.0f), MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2); if (draggingConnected == null && canDrag) { if (mouseOn) { ConnectionPanel.HighlightedWire = wire; if (!wire.Locked && (!panel.Locked || Screen.Selected == GameMain.SubEditorScreen)) { //start dragging the wire if (PlayerInput.LeftButtonHeld()) draggingConnected = wire; } } } } } }