118 lines
5.0 KiB
C#
118 lines
5.0 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Collections.Immutable;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
partial class StructurePrefab : MapEntityPrefab
|
|
{
|
|
public readonly Color BackgroundSpriteColor;
|
|
|
|
public readonly ImmutableArray<DecorativeSprite> DecorativeSprites;
|
|
public readonly ImmutableDictionary<int, ImmutableArray<DecorativeSprite>> DecorativeSpriteGroups;
|
|
|
|
public override void UpdatePlacing(Camera cam)
|
|
{
|
|
if (PlayerInput.SecondaryMouseButtonClicked())
|
|
{
|
|
Selected = null;
|
|
return;
|
|
}
|
|
|
|
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
|
|
Vector2 size = ScaledSize;
|
|
Rectangle newRect = new Rectangle((int)position.X, (int)position.Y, (int)size.X, (int)size.Y);
|
|
|
|
if (placePosition == Vector2.Zero)
|
|
{
|
|
if (PlayerInput.PrimaryMouseButtonHeld() && GUI.MouseOn == null)
|
|
{
|
|
placePosition = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
|
|
}
|
|
newRect.X = (int)position.X;
|
|
newRect.Y = (int)position.Y;
|
|
}
|
|
else
|
|
{
|
|
Vector2 placeSize = size;
|
|
if (ResizeHorizontal) placeSize.X = position.X - placePosition.X;
|
|
if (ResizeVertical) placeSize.Y = placePosition.Y - position.Y;
|
|
|
|
//don't allow resizing width/height to less than the grid size
|
|
if (ResizeHorizontal && Math.Abs(placeSize.X) < Submarine.GridSize.X)
|
|
{
|
|
placeSize.X = Submarine.GridSize.X;
|
|
}
|
|
if (ResizeVertical && Math.Abs(placeSize.Y) < Submarine.GridSize.Y)
|
|
{
|
|
placeSize.Y = Submarine.GridSize.Y;
|
|
}
|
|
|
|
newRect = Submarine.AbsRect(placePosition, placeSize);
|
|
if (PlayerInput.PrimaryMouseButtonReleased())
|
|
{
|
|
newRect.Location -= MathUtils.ToPoint(Submarine.MainSub.Position);
|
|
var structure = new Structure(newRect, this, Submarine.MainSub)
|
|
{
|
|
Submarine = Submarine.MainSub
|
|
};
|
|
|
|
SubEditorScreen.StoreCommand(new AddOrDeleteCommand(new List<MapEntity> { structure }, false));
|
|
placePosition = Vector2.Zero;
|
|
if (!PlayerInput.IsShiftDown())
|
|
{
|
|
Selected = null;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void DrawPlacing(SpriteBatch spriteBatch, Camera cam)
|
|
{
|
|
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
|
|
Rectangle newRect = new Rectangle((int)position.X, (int)position.Y, (int)ScaledSize.X, (int)ScaledSize.Y);
|
|
|
|
if (placePosition == Vector2.Zero)
|
|
{
|
|
newRect.X = (int)position.X;
|
|
newRect.Y = (int)position.Y;
|
|
}
|
|
else
|
|
{
|
|
Vector2 placeSize = ScaledSize;
|
|
if (ResizeHorizontal) placeSize.X = position.X - placePosition.X;
|
|
if (ResizeVertical) placeSize.Y = placePosition.Y - position.Y;
|
|
|
|
newRect = Submarine.AbsRect(placePosition, placeSize);
|
|
}
|
|
|
|
Sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height), textureScale: TextureScale * Scale, color: SpriteColor);
|
|
|
|
float thickness = Math.Max(1.0f / cam.Zoom, 1.0f);
|
|
int zoomInvariantWidth = (int)(GameMain.GraphicsWidth / cam.Zoom);
|
|
int zoomInvariantHeight = (int)(GameMain.GraphicsHeight / cam.Zoom);
|
|
GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X - zoomInvariantWidth, -newRect.Y, newRect.Width + zoomInvariantWidth * 2, newRect.Height), Color.White, thickness: thickness);
|
|
GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - zoomInvariantHeight, newRect.Width, newRect.Height + zoomInvariantHeight * 2), Color.White, thickness: thickness);
|
|
}
|
|
|
|
public override void DrawPlacing(SpriteBatch spriteBatch, Rectangle placeRect, float scale = 1.0f, float rotation = 0.0f, SpriteEffects spriteEffects = SpriteEffects.None)
|
|
{
|
|
var position = placeRect.Location.ToVector2().FlipY();
|
|
position += placeRect.Size.ToVector2() * 0.5f;
|
|
|
|
Sprite.DrawTiled(
|
|
spriteBatch,
|
|
position,
|
|
placeRect.Size.ToVector2(),
|
|
color: SpriteColor * 0.8f,
|
|
origin: placeRect.Size.ToVector2() * 0.5f,
|
|
rotation: rotation,
|
|
textureScale: TextureScale * scale,
|
|
spriteEffects: spriteEffects ^ Sprite.effects);
|
|
}
|
|
}
|
|
}
|