using Barotrauma.Networking; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Items.Components { partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable { partial class WireSection { public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f) { spriteBatch.Draw(wireSprite.Texture, new Vector2(start.X + offset.X, -(start.Y + offset.Y)), null, color, -angle, new Vector2(0.0f, wireSprite.size.Y / 2.0f), new Vector2(length / wireSprite.Texture.Width, width), SpriteEffects.None, depth); } public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f) { start.Y = -start.Y; end.Y = -end.Y; spriteBatch.Draw(wireSprite.Texture, start, null, color, MathUtils.VectorToAngle(end - start), new Vector2(0.0f, wireSprite.size.Y / 2.0f), new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width), SpriteEffects.None, depth); } } private static Sprite wireSprite; private static Wire draggingWire; private static int? selectedNodeIndex; private static int? highlightedNodeIndex; public Vector2 DrawSize { get { return sectionExtents; } } public void Draw(SpriteBatch spriteBatch, bool editing) { if (sections.Count == 0 && !IsActive || Hidden) { Drawable = false; return; } Vector2 drawOffset = Vector2.Zero; Submarine sub = item.Submarine; if (IsActive && sub == null) // currently being rewired, we need to get the sub from the connections in case the wire has been taken outside { if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine; if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine; } if (sub != null) { drawOffset = sub.DrawPosition + sub.HiddenSubPosition; } float depth = item.IsSelected ? 0.0f : wireSprite.Depth + ((item.ID % 100) * 0.00001f); if (item.IsHighlighted) { foreach (WireSection section in sections) { section.Draw(spriteBatch, Color.Gold, drawOffset, depth + 0.00001f, 0.7f); } } else if (item.IsSelected) { foreach (WireSection section in sections) { section.Draw(spriteBatch, Color.Red, drawOffset, depth + 0.00001f, 0.7f); } } foreach (WireSection section in sections) { section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f); } if (IsActive && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance) { WireSection.Draw( spriteBatch, new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset, new Vector2(newNodePos.X, newNodePos.Y) + drawOffset, item.Color * 0.5f, depth, 0.3f); } if (!editing || !GameMain.SubEditorScreen.WiringMode) return; for (int i = 0; i < nodes.Count; i++) { Vector2 drawPos = nodes[i]; if (item.Submarine != null) drawPos += item.Submarine.Position + item.Submarine.HiddenSubPosition; drawPos.Y = -drawPos.Y; if ((highlightedNodeIndex == i && item.IsHighlighted) || (selectedNodeIndex == i && item.IsSelected)) { GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f); } if (item.IsSelected) { GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-5, -5), new Vector2(10, 10), item.Color, true, 0.0f); } else { GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f); } } } public static void UpdateEditing(List wires) { //dragging a node of some wire if (draggingWire != null) { //cancel dragging if (!PlayerInput.LeftButtonHeld()) { draggingWire = null; selectedNodeIndex = null; } //update dragging else { MapEntity.DisableSelect = true; Submarine sub = null; if (draggingWire.connections[0] != null && draggingWire.connections[0].Item.Submarine != null) sub = draggingWire.connections[0].Item.Submarine; if (draggingWire.connections[1] != null && draggingWire.connections[1].Item.Submarine != null) sub = draggingWire.connections[1].Item.Submarine; Vector2 nodeWorldPos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex]; nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f); nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f); draggingWire.nodes[(int)selectedNodeIndex] = nodeWorldPos; draggingWire.UpdateSections(); MapEntity.SelectEntity(draggingWire.item); } return; } //a wire has been selected -> check if we should start dragging one of the nodes float nodeSelectDist = 10, sectionSelectDist = 5; highlightedNodeIndex = null; if (MapEntity.SelectedList.Count == 1 && MapEntity.SelectedList[0] is Item) { Wire selectedWire = ((Item)MapEntity.SelectedList[0]).GetComponent(); if (selectedWire != null) { Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition); if (selectedWire.item.Submarine != null) mousePos -= (selectedWire.item.Submarine.Position + selectedWire.item.Submarine.HiddenSubPosition); //left click while holding ctrl -> check if the cursor is on a wire section, //and add a new node if it is if (PlayerInput.KeyDown(Keys.RightControl) || PlayerInput.KeyDown(Keys.LeftControl)) { if (PlayerInput.LeftButtonClicked()) { int closestSectionIndex = selectedWire.GetClosestSectionIndex(mousePos, sectionSelectDist, out _); if (closestSectionIndex > -1) { selectedWire.nodes.Insert(closestSectionIndex + 1, mousePos); selectedWire.UpdateSections(); } } } else { //check if close enough to a node int closestIndex = selectedWire.GetClosestNodeIndex(mousePos, nodeSelectDist, out _); if (closestIndex > -1) { highlightedNodeIndex = closestIndex; //start dragging the node if (PlayerInput.LeftButtonHeld()) { draggingWire = selectedWire; selectedNodeIndex = closestIndex; } //remove the node else if (PlayerInput.RightButtonClicked() && closestIndex > 0 && closestIndex < selectedWire.nodes.Count - 1) { selectedWire.nodes.RemoveAt(closestIndex); selectedWire.UpdateSections(); } } } } } Wire highlighted = null; //check which wire is highlighted with the cursor if (GUI.MouseOn == null) { float closestDist = float.PositiveInfinity; foreach (Wire w in wires) { Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition); if (w.item.Submarine != null) mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition); int highlightedNode = w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out float dist); if (highlightedNode > -1) { if (dist < closestDist) { highlightedNodeIndex = highlightedNode; highlighted = w; closestDist = dist; } } if (w.GetClosestSectionIndex(mousePos, highlighted == null ? sectionSelectDist : closestDist, out dist) > -1) { //prefer nodes over sections if (dist + nodeSelectDist * 0.5f < closestDist) { highlightedNodeIndex = null; highlighted = w; closestDist = dist + nodeSelectDist * 0.5f; } } } } if (highlighted != null) { highlighted.item.IsHighlighted = true; if (PlayerInput.LeftButtonClicked()) { MapEntity.DisableSelect = true; MapEntity.SelectEntity(highlighted.item); } } } } }