Files
LuaCsForBarotraumaEP/Subsurface/Source/Screens/Screen.cs
Regalis b8c3b9c29f - sub editor shows a warning upon saving if there are entities way outside the sub
- warnings are shown in a GUIMessageBox instead of the debug console
- added a submarine indicator to the editor
2017-02-24 00:01:46 +02:00

100 lines
2.8 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
class Screen
{
private static Screen selected;
public static Screen Selected
{
get { return selected; }
}
public virtual void Deselect()
{
}
public virtual void Select()
{
if (selected != null && selected != this)
{
selected.Deselect();
GUIComponent.KeyboardDispatcher.Subscriber = null;
}
selected = this;
}
public virtual Camera Cam
{
get { return null; }
}
public virtual void AddToGUIUpdateList()
{
}
public virtual void Update(double deltaTime)
{
}
public virtual void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
}
public void ColorFade(Color from, Color to, float duration)
{
if (duration <= 0.0f) return;
CoroutineManager.StartCoroutine(UpdateColorFade(from, to, duration));
}
private IEnumerable<object> UpdateColorFade(Color from, Color to, float duration)
{
while (Selected != this)
{
yield return CoroutineStatus.Running;
}
float timer = 0.0f;
while (timer < duration)
{
GUI.ScreenOverlayColor = Color.Lerp(from, to, Math.Min(timer / duration, 1.0f));
timer += CoroutineManager.UnscaledDeltaTime;
yield return CoroutineStatus.Running;
}
GUI.ScreenOverlayColor = to;
yield return CoroutineStatus.Success;
}
protected void DrawSubmarineIndicator(SpriteBatch spriteBatch, Submarine submarine, Color color)
{
Vector2 subDiff = submarine.WorldPosition - Cam.WorldViewCenter;
if (Math.Abs(subDiff.X) > Cam.WorldView.Width || Math.Abs(subDiff.Y) > Cam.WorldView.Height)
{
Vector2 normalizedSubDiff = Vector2.Normalize(subDiff);
Vector2 iconPos =
Cam.WorldToScreen(Cam.WorldViewCenter) +
new Vector2(normalizedSubDiff.X * GameMain.GraphicsWidth * 0.4f, -normalizedSubDiff.Y * GameMain.GraphicsHeight * 0.4f);
GUI.SubmarineIcon.Draw(spriteBatch, iconPos, color);
Vector2 arrowOffset = normalizedSubDiff * GUI.SubmarineIcon.size.X * 0.7f;
arrowOffset.Y = -arrowOffset.Y;
GUI.Arrow.Draw(spriteBatch, iconPos + arrowOffset, color, MathUtils.VectorToAngle(arrowOffset) + MathHelper.PiOver2);
}
}
}
}