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