Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Connection.cs
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

273 lines
12 KiB
C#

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<Sprite> 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<Wire>();
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);
#if SERVER
//TODO: ffs
if (otherConnection == null)
{
GameServer.Log(Character.Controlled.LogName + " connected a wire to " +
Item.Name + " (" + Name + ")", ServerLog.MessageType.ItemInteraction);
}
else
{
GameServer.Log(Character.Controlled.LogName + " connected a wire from " +
Item.Name + " (" + Name + ") to " + otherConnection.item.Name + " (" + otherConnection.Name + ")", ServerLog.MessageType.ItemInteraction);
}
#endif
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;
}
}
}
}
}
}