Example #1
0
        void HandleTool_ColorPickFromPlayer(bool trigger, IMyPlayer targetPlayer)
        {
            PlayerInfo pi = Main.Palette.GetPlayerInfo(targetPlayer.SteamUserId);

            if (pi == null)
            {
                Log.Error($"{GetType().Name} :: PlayerInfo for {targetPlayer.DisplayName} ({targetPlayer.SteamUserId.ToString()}) not found!", Log.PRINT_MESSAGE);
                return;
            }

            AimedPlayer       = targetPlayer;
            AimedPlayersPaint = pi.GetPaintMaterial();

            if (trigger)
            {
                Main.Palette.ColorPickMode = false;
                Main.Palette.GrabPaletteFromPaint(AimedPlayersPaint, changeApply: true);
                return;
            }

            if (!ToolPreviewPaint.HasValue || !ToolPreviewPaint.Value.PaintEquals(AimedPlayersPaint))
            {
                ToolPreviewPaint = AimedPlayersPaint;
                Main.HUDSounds.PlayItem();
            }

            Main.SelectionGUI.SetGUIStatus(0, "Click to get engineer's selected color.");
            Main.SelectionGUI.SetGUIStatus(1, null);
            return;
        }
Example #2
0
        void HandleTool_ColorPickModeFromBlock(PaintMaterial paintMaterial, BlockMaterial blockMaterial, bool trigger)
        {
            if (trigger)
            {
                Main.Palette.ColorPickMode = false;
                Main.Palette.GrabPaletteFromPaint(new PaintMaterial(blockMaterial.ColorMask, blockMaterial.Skin));
                return;
            }

            if (!ToolPreviewPaint.HasValue || !ToolPreviewPaint.Value.PaintEquals(blockMaterial))
            {
                ToolPreviewPaint = new PaintMaterial(blockMaterial.ColorMask, blockMaterial.Skin);
                Main.HUDSounds.PlayItem();
            }

            if (paintMaterial.ColorMask.HasValue && !paintMaterial.Skin.HasValue)
            {
                Main.SelectionGUI.SetGUIStatus(0, "Click to get this color.", "lime");
            }
            else if (!paintMaterial.ColorMask.HasValue && paintMaterial.Skin.HasValue)
            {
                Main.SelectionGUI.SetGUIStatus(0, "Click to select this skin.", "lime");
            }
            else
            {
                Main.SelectionGUI.SetGUIStatus(0, "Click to get this material.", "lime");
            }

            Main.SelectionGUI.SetGUIStatus(1, null);
        }
        /// <summary>
        /// Fill to buffer base rows data information using non-zero rule
        /// </summary>
        /// <param name="paint">paint using for fill</param>
        /// <param name="rows">row data information</param>
        /// <param name="startRowIndex">start row index in row array need to draw</param>
        /// <param name="endRowIndex">end row index in end row array need to draw</param>
        protected override void OnFillingNonZero(
            PaintMaterial paint,
            RowData[] rows,
            int startRowIndex,
            int endRowIndex)
        {
            if (!(paint.Paint is LinearGradient))
            {
                NotMatchPaintTypeException.Publish(typeof(LinearGradient), paint.Paint.GetType());
                return;
            }
            LinearGradient linearGradient = paint.Paint as LinearGradient;

            switch (linearGradient.Mode)
            {
                case LinearGradientMode.Horizontal:
                    OnFillingHorizontalNonZero(linearGradient, paint.ScaledOpacity, rows, startRowIndex, endRowIndex);
                    break;
                case LinearGradientMode.Vertical:
                    OnFillingVerticalNonZero(linearGradient, paint.ScaledOpacity, rows, startRowIndex, endRowIndex);
                    break;
                case LinearGradientMode.ForwardDiagonal:
                    OnFillingDiagonalNonZero(linearGradient, paint.ScaledOpacity, rows, startRowIndex, endRowIndex, true);
                    break;
                case LinearGradientMode.BackwardDiagonal:
                    OnFillingDiagonalNonZero(linearGradient, paint.ScaledOpacity, rows, startRowIndex, endRowIndex, false);
                    break;
            }
        }
Example #4
0
 /// <summary>
 /// Filling method including prepare material and perform filling
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 protected void Filling(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex)
 {
     //this.CurrentPaint = paint;
     PrepareMaterial(paint, CurrentStartXIndex, startYIndex, CurrentEndXIndex, endYIndex);
     OnFilling(paint, rows, startYIndex, endYIndex);
     OnFinishFilling();
 }
Example #5
0
        public override void Execute(MyCommandLine parser)
        {
            bool rgb = (parser.Argument(1) == "rgb");

            float[] values = new float[3];

            if (rgb && parser.Argument(2).StartsWith("#", COMPARE_TYPE))
            {
                string hexText = parser.Argument(2);

                if (hexText.Length < 7)
                {
                    Utils.ShowColoredChatMessage(PaintGunMod.MOD_NAME, "Invalid HEX color, needs 6 characters after #.", MyFontEnum.Red);
                    return;
                }

                int c = 0;

                for (int i = 1; i < 7; i += 2)
                {
                    values[c++] = Convert.ToInt32(hexText[i].ToString() + hexText[i + 1].ToString(), 16);
                }
            }
            else
            {
                if (parser.ArgumentCount != 5)
                {
                    Utils.ShowColoredChatMessage(PaintGunMod.MOD_NAME, "Need to specify 3 numbers separated by spaces.", MyFontEnum.Red);
                    return;
                }

                for (int i = 0; i < 3; i++)
                {
                    string arg = parser.Argument(i + 2);
                    if (!float.TryParse(arg, out values[i]))
                    {
                        Utils.ShowColoredChatMessage(PaintGunMod.MOD_NAME, $"'{arg}' is not a valid number!", MyFontEnum.Red);
                        return;
                    }
                }
            }

            Vector3 colorMask;

            if (rgb)
            {
                colorMask = Utils.RGBToColorMask(new Color(MathHelper.Clamp((int)values[0], 0, 255), MathHelper.Clamp((int)values[1], 0, 255), MathHelper.Clamp((int)values[2], 0, 255)));
            }
            else
            {
                colorMask = Utils.HSVToColorMask(new Vector3(MathHelper.Clamp(values[0], 0f, 360f) / 360.0f, MathHelper.Clamp(values[1], 0f, 100f) / 100.0f, MathHelper.Clamp(values[2], 0f, 100f) / 100.0f));
            }

            PaintMaterial material = new PaintMaterial(colorMask, Main.Palette.GetLocalPaintMaterial().Skin);

            Main.Palette.GrabPaletteFromPaint(material);
        }
Example #6
0
        public override void Received(ref RelayMode relay)
        {
            // no way to check if creative tools is enabled for sender but it's enough to check their access level.
            if (Main.IsServer && MyAPIGateway.Session.GetUserPromoteLevel(OriginalSenderSteamId) < MyPromoteLevel.SpaceMaster)
            {
                MyLog.Default.WriteLineAndConsole($"{PaintGunMod.MOD_NAME} Warning: Player {Utils.PrintPlayerName(OriginalSenderSteamId)} tried to use replace paint while not being at least SpaceMaster promote level.");
                Main.NetworkLibHandler.PacketWarningMessage.Send(OriginalSenderSteamId, "Failed to replace paint server side, access denied.");
                return;
            }

            bool modified = false;

            if (!Main.Palette.ValidateSkinOwnership(NewPaint.Skin, OriginalSenderSteamId))
            {
                NewPaint = new SerializedPaintMaterial(NewPaint.ColorMaskPacked, null);
                modified = true;
            }

            MyCubeGrid grid = Utils.GetEntityOrError <MyCubeGrid>(this, GridEntId, Constants.NETWORK_DESYNC_ERROR_LOGGING);

            if (grid == null)
            {
                if (Main.IsServer)
                {
                    Main.NetworkLibHandler.PacketWarningMessage.Send(OriginalSenderSteamId, "Failed to replace paint server side, grid no longer exists.");
                }

                return;
            }

            if (Main.IsServer)
            {
                // ensure server side if safezone permissions are respected
                if (!Utils.SafeZoneCanPaint(grid, OriginalSenderSteamId))
                {
                    Main.NetworkLibHandler.PacketWarningMessage.Send(OriginalSenderSteamId, "Failed to replace paint server side, denied by safe zone.");
                    return;
                }

                long identity = MyAPIGateway.Players.TryGetIdentityId(OriginalSenderSteamId);
                if (!Utils.AllowedToPaintGrid(grid, identity))
                {
                    Main.NetworkLibHandler.PacketWarningMessage.Send(OriginalSenderSteamId, "Failed to replace paint server side, ship not allied.");
                    return;
                }
            }

            PaintMaterial newPaint = new PaintMaterial(NewPaint);
            BlockMaterial oldPaint = new BlockMaterial(OldPaint);

            Main.Painting.ReplaceColorInGrid(false, grid, oldPaint, newPaint, IncludeSubgrids, OriginalSenderSteamId);

            if (Main.IsServer)
            {
                relay = modified ? RelayMode.RelayWithChanges : RelayMode.RelayOriginal;
            }
        }
Example #7
0
        Vector3I?MirrorHighlight(IMyCubeGrid grid, int axis, Vector3I originalPosition, List <Vector3I> alreadyMirrored)
        {
            Vector3I?mirrorPosition = null;

            switch (axis)
            {
            case 0:
                if (grid.XSymmetryPlane.HasValue)
                {
                    mirrorPosition = originalPosition + new Vector3I(((grid.XSymmetryPlane.Value.X - originalPosition.X) * 2) - (grid.XSymmetryOdd ? 1 : 0), 0, 0);
                }
                break;

            case 1:
                if (grid.YSymmetryPlane.HasValue)
                {
                    mirrorPosition = originalPosition + new Vector3I(0, ((grid.YSymmetryPlane.Value.Y - originalPosition.Y) * 2) - (grid.YSymmetryOdd ? 1 : 0), 0);
                }
                break;

            case 2:
                if (grid.ZSymmetryPlane.HasValue)
                {
                    mirrorPosition = originalPosition + new Vector3I(0, 0, ((grid.ZSymmetryPlane.Value.Z - originalPosition.Z) * 2) + (grid.ZSymmetryOdd ? 1 : 0));     // reversed on odd
                }
                break;
            }

            if (mirrorPosition.HasValue && mirrorPosition.Value != originalPosition && !alreadyMirrored.Contains(mirrorPosition.Value))
            {
                alreadyMirrored.Add(mirrorPosition.Value);

                IMySlimBlock block = grid.GetCubeBlock(mirrorPosition.Value);

                if (block != null)
                {
                    mirroredValidTotal++;

                    PaintMaterial paintMaterial  = Main.Palette.GetLocalPaintMaterial();
                    bool          validSelection = Main.LocalToolHandler.IsMirrorBlockValid(block, paintMaterial);

                    if (validSelection)
                    {
                        mirroredValid++;
                    }

                    DrawBlockSelection(block, (validSelection ? SelectionState.Valid : SelectionState.Invalid));
                }
            }

            return(mirrorPosition); // this must be returned regardless if block exists or not
        }
Example #8
0
        }                               // Empty constructor required for deserialization

        public void Send(IMyCubeGrid grid, BlockMaterial oldPaint, PaintMaterial newPaint, bool includeSubgrids)
        {
            GridEntId       = grid.EntityId;
            OldPaint        = new SerializedBlockMaterial(oldPaint);
            NewPaint        = new SerializedPaintMaterial(newPaint);
            IncludeSubgrids = includeSubgrids;

            Network.SendToServer(this);

            // do the action for local client too
            if (!MyAPIGateway.Session.IsServer)
            {
                Main.Painting.ReplaceColorInGrid(false, grid, oldPaint, newPaint, includeSubgrids, OriginalSenderSteamId);
            }
        }
Example #9
0
        }                        // Empty constructor required for deserialization

        public void Send(IMyCubeGrid grid, Vector3I blockPosition, PaintMaterial paint, bool useMirroring)
        {
            GridEntId     = grid.EntityId;
            BlockPosition = blockPosition;
            Paint         = new SerializedPaintMaterial(paint);
            MirrorData    = (useMirroring ? new MirrorData(grid) : default(MirrorData));

            Network.SendToServer(this);

            // do the action for local client too
            if (!MyAPIGateway.Session.IsServer)
            {
                DoAction(grid);
            }
        }
Example #10
0
        public bool IsMirrorBlockValid(IMySlimBlock block, PaintMaterial paintMaterial)
        {
            if (block == null)
            {
                return(false);
            }

            if (Main.Palette.ColorPickMode)
            {
                return(false);
            }

            if (!paintMaterial.ColorMask.HasValue && !paintMaterial.Skin.HasValue)
            {
                return(false);
            }

            if (!Utils.AllowedToPaintGrid(block.CubeGrid, MyAPIGateway.Session.Player.IdentityId))
            {
                return(false);
            }

            if (!Utils.SafeZoneCanPaint(block, MyAPIGateway.Multiplayer.MyId))
            {
                return(false);
            }

            BlockMaterial blockMaterial  = new BlockMaterial(block);
            bool          materialEquals = paintMaterial.PaintEquals(blockMaterial);

            if (Main.Palette.ReplaceMode)
            {
                return(!materialEquals);
            }

            if (!Main.InstantPaintAccess)
            {
                MyCubeBlockDefinition def = (MyCubeBlockDefinition)block.BlockDefinition;
                bool built = (block.BuildLevelRatio >= def.CriticalIntegrityRatio);

                if (!built || block.CurrentDamage > (block.MaxIntegrity / 10.0f))
                {
                    return(false);
                }
            }

            return(!materialEquals);
        }
Example #11
0
        protected override void OnFilling(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex)
        {
            //outside of box, no need to fill
            if (IsClipBoxOutSideBound)
            {
                return;
            }

            if (!IsTransformed)
            {
                base.OnFilling(paint, rows, startYIndex, endYIndex);
            }
            else
            {
                // when gamma function is assigned and gamma function need to apply
                //if ((mGamma != null) && (mGamma.IsAppliedGamma))
                if (mGamma != null)
                {
                    if (paint.FillingRule == FillingRule.NonZero)
                    {
                        // fill non-zero including gamma
                        OnFillingTransformedNonZero(paint, rows, startYIndex, endYIndex, mGamma.GetLookupTableRed(), mGamma.GetLookupTableGreen(), mGamma.GetLookupTableBlue());
                    }
                    else
                    {
                        // fill Even-Odd including gamma
                        OnFillingTransformedEvenOdd(paint, rows, startYIndex, endYIndex, mGamma.GetLookupTableRed(), mGamma.GetLookupTableGreen(), mGamma.GetLookupTableBlue());
                    }
                }
                else
                {
                    //Cross.Log.Debug("Filling without gamma");
                    if (paint.FillingRule == FillingRule.NonZero)
                    {
                        OnFillingTransformedNonZero(paint, rows, startYIndex, endYIndex);
                    }
                    else
                    {
                        OnFillingTransformedEvenOdd(paint, rows, startYIndex, endYIndex);
                    }
                }
            }
        }
Example #12
0
        bool DoAction(IMyCubeGrid grid)
        {
            if (!Main.Palette.ValidateSkinOwnership(Paint.Skin, OriginalSenderSteamId))
            {
                //Paint = new SerializedPaintMaterial(Paint.ColorMaskPacked, null);
                return(false);
            }

            PaintMaterial paint = new PaintMaterial(Paint);

            if (MirrorData.HasMirroring)
            {
                Main.Painting.PaintBlockSymmetry(false, grid, BlockPosition, paint, MirrorData, OriginalSenderSteamId);
            }
            else
            {
                Main.Painting.PaintBlock(false, grid, BlockPosition, paint, OriginalSenderSteamId);
            }

            return(true);
        }
Example #13
0
        void UpdatePaintCanMaterial()
        {
            PaintMaterial material = PaintPreviewMaterial ?? OwnerInfo.GetPaintMaterial();

            MyDefinitionManager.MyAssetModifiers skinRender = default(MyDefinitionManager.MyAssetModifiers);
            Vector3?skinColorOverride = null;

            if (material.Skin.HasValue)
            {
                skinRender = MyDefinitionManager.Static.GetAssetModifierDefinitionForRender(material.Skin.Value);

                MyAssetModifierDefinition skinDef = MyDefinitionManager.Static.GetAssetModifierDefinition(new MyDefinitionId(typeof(MyObjectBuilder_AssetModifierDefinition), material.Skin.Value));
                if (skinDef != null && skinDef.DefaultColor.HasValue)
                {
                    skinColorOverride = skinDef.DefaultColor.Value.ColorToHSVDX11();
                }
            }

            Vector3 colorMask = skinColorOverride ?? material.ColorMask ?? Main.Palette.DefaultColorMask;

            IMyEntity paintEntity = (MagazineSubpart as IMyEntity) ?? Rifle;

            paintEntity.Render.MetalnessColorable = skinRender.MetalnessColorable;
            paintEntity.Render.TextureChanges     = skinRender.SkinTextureChanges;

            // required to properly update skin (like glamour not being recolorable
            paintEntity.Render.RemoveRenderObjects();
            paintEntity.Render.AddRenderObjects();

            if (!paintEntity.Render.EnableColorMaskHsv)
            {
                paintEntity.Render.EnableColorMaskHsv = true;
            }

            paintEntity.Render.ColorMaskHsv = colorMask;

            ParticleColor = Utils.ColorMaskToRGB(colorMask);
        }
Example #14
0
        /// <summary>
        /// Rasterize and fill the polygon directly in one pass. This approach is slightly faster than the normal renderation process (Begin, Addxxx, Finish)
        /// </summary>
        /// <param name="paint">The paint material used for filling</param>
        /// <param name="data">raw data array in format [x1,y1, x2,y2, ...]</param>
        /// <param name="pointCount">Number of points contained within data</param>
        /// <param name="startOffset">Index of the first point in data </param>
        /// <param name="offsetX">offseted X</param>
        /// <param name="offsetY">offseted Y</param>
        public void FillPolygon(PaintMaterial paint, double[] data, int pointCount, int startOffset, double offsetX, double offsetY)
        {
            if (IsClipBoxOutSideBound)
            {
                return;
            }
            double calculatedX = 0, calculatedY = 0;

            int endIndex = startOffset + pointCount * 2;

            #region determine the startY,endY
            // Start,end y for drawing
            int endRowPosition   = int.MinValue;
            int startRowPosition = int.MaxValue;
            CurrentStartXIndex = int.MaxValue;
            CurrentEndXIndex   = int.MinValue;
            for (int i = startOffset; i < endIndex; i += 2)
            {
                calculatedX = data[i] + offsetX;
                calculatedY = data[i + 1] + offsetY;
                if (calculatedX > CurrentEndXIndex)
                {
                    CurrentEndXIndex = (int)calculatedX + 1;
                }
                if (calculatedX < CurrentStartXIndex)
                {
                    CurrentStartXIndex = (int)calculatedX;
                }
                if (calculatedY > endRowPosition)
                {
                    endRowPosition = (int)calculatedY + 1;
                }
                if (calculatedY < startRowPosition)
                {
                    startRowPosition = (int)calculatedY;
                }
            }
            #endregion
            #region prepare Rows array
            startRowPosition--;
            endRowPosition++;

            if (startRowPosition < ClippingBoxYMin)
            {
                startRowPosition = (int)ClippingBoxYMin;
            }
            if (endRowPosition > ClippingBoxYMax + 1)
            {
                endRowPosition = (int)ClippingBoxYMax + 1;
            }

            for (int rowIndex = startRowPosition; rowIndex <= endRowPosition; rowIndex++)
            {
                Rows[rowIndex] = new RowData();
            }
            #endregion
            #region draw lines

            CurrentXPosition    = data[startOffset] + offsetX;
            CurrentYPosition    = data[startOffset + 1] + offsetY;
            CurrentPositionFlag =
                ((CurrentXPosition > ClippingBoxXMax) ? XMaxClippingFlag :
                 (CurrentXPosition < ClippingBoxXMin) ? XMinClippingFlag : 0)
                |
                ((CurrentYPosition > ClippingBoxYMax) ? YMaxClippingFlag :
                 (CurrentYPosition < ClippingBoxYMin) ? YMinClippingFlag : 0);

            for (int i = startOffset + 2; i < endIndex; i += 2)
            {
                if (CurrentYPosition != data[i + 1] + offsetY)
                {
                    DrawAndClippedLine(data[i] + offsetX, data[i + 1] + offsetY);
                }
                else
                {
                    // just move to and calculate the flag
                    CurrentXPosition    = data[i] + offsetX;
                    CurrentYPosition    = data[i + 1] + offsetY;
                    CurrentPositionFlag =
                        ((CurrentXPosition > ClippingBoxXMax) ? XMaxClippingFlag :
                         (CurrentXPosition < ClippingBoxXMin) ? XMinClippingFlag : 0)
                        |
                        ((CurrentYPosition > ClippingBoxYMax) ? YMaxClippingFlag :
                         (CurrentYPosition < ClippingBoxYMin) ? YMinClippingFlag : 0);
                }
            }

            if (CurrentYPosition != data[startOffset + 1] + offsetY)
            {
                DrawAndClippedLine(data[startOffset] + offsetX, data[startOffset + 1] + offsetY);
            }

            #endregion
            #region fill
            BuildMask(Rows, startRowPosition, endRowPosition);
            //Filling(paint, Rows, startRowPosition, endRowPosition);

            #endregion
        }
 /// <summary>
 /// Fill to buffer base rows data information using even odd rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 protected abstract void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex);
 /// <summary>
 /// Prepare material for paint,including define the bounding box of drawing
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="startXIndex">start x index</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endXIndex">end x index</param>
 /// <param name="endYIndex">end y index</param>
 protected virtual void PrepareMaterial(PaintMaterial paint, int startXIndex, int startYIndex, int endXIndex, int endYIndex)
 {
 }
        /// <summary>
        /// Rasterize and fill the polygon directly in one pass. This approach is slightly faster than the normal renderation process (Begin, Addxxx, Finish)
        /// </summary>
        /// <param name="paint">The paint material used for filling</param>
        /// <param name="data">raw data array in format [x1,y1, x2,y2, ...]</param>
        /// <param name="pointCount">Number of points contained within data</param>
        /// <param name="startOffset">Index of the first point in data </param>
        /// <param name="offsetX">offseted X</param>
        /// <param name="offsetY">offseted Y</param>
        public void FillPolygon(PaintMaterial paint, double[] data, int pointCount, int startOffset, double offsetX, double offsetY)
        {
            if (IsClipBoxOutSideBound)
            {
                return;
            }
            double calculatedX = 0, calculatedY = 0;

            int endIndex = startOffset + pointCount * 2;
            #region determine the startY,endY
            // Start,end y for drawing
            int endRowPosition = int.MinValue;
            int startRowPosition = int.MaxValue;
            CurrentStartXIndex = int.MaxValue;
            CurrentEndXIndex = int.MinValue;
            for (int i = startOffset; i < endIndex; i += 2)
            {
                calculatedX = data[i] + offsetX;
                calculatedY = data[i + 1] + offsetY;
                if (calculatedX > CurrentEndXIndex)
                {
                    CurrentEndXIndex = (int)calculatedX + 1;
                }
                if (calculatedX < CurrentStartXIndex)
                {
                    CurrentStartXIndex = (int)calculatedX;
                }
                if (calculatedY > endRowPosition)
                {
                    endRowPosition = (int)calculatedY + 1;
                }
                if (calculatedY < startRowPosition)
                {
                    startRowPosition = (int)calculatedY;
                }
            }
            #endregion
            #region prepare Rows array
            startRowPosition--;
            endRowPosition++;

            if (startRowPosition < ClippingBoxYMin)
            {
                startRowPosition = (int)ClippingBoxYMin;
            }
            if (endRowPosition > ClippingBoxYMax + 1)
            {
                endRowPosition = (int)ClippingBoxYMax + 1;
            }

            for (int rowIndex = startRowPosition; rowIndex <= endRowPosition; rowIndex++)
            {
                Rows[rowIndex] = new RowData();
            }
            #endregion
            #region draw lines

            CurrentXPosition = data[startOffset] + offsetX;
            CurrentYPosition = data[startOffset + 1] + offsetY;
            CurrentPositionFlag =
               ((CurrentXPosition > ClippingBoxXMax) ? XMaxClippingFlag :
               (CurrentXPosition < ClippingBoxXMin) ? XMinClippingFlag : 0)
               |
               ((CurrentYPosition > ClippingBoxYMax) ? YMaxClippingFlag :
               (CurrentYPosition < ClippingBoxYMin) ? YMinClippingFlag : 0);

            for (int i = startOffset + 2; i < endIndex; i += 2)
            {
                if (CurrentYPosition != data[i + 1] + offsetY)
                {
                    DrawAndClippedLine(data[i] + offsetX, data[i + 1] + offsetY);
                }
                else
                {
                    // just move to and calculate the flag
                    CurrentXPosition = data[i] + offsetX;
                    CurrentYPosition = data[i + 1] + offsetY;
                    CurrentPositionFlag =
                      ((CurrentXPosition > ClippingBoxXMax) ? XMaxClippingFlag :
                      (CurrentXPosition < ClippingBoxXMin) ? XMinClippingFlag : 0)
                      |
                      ((CurrentYPosition > ClippingBoxYMax) ? YMaxClippingFlag :
                      (CurrentYPosition < ClippingBoxYMin) ? YMinClippingFlag : 0);
                }
            }

            if (CurrentYPosition != data[startOffset + 1] + offsetY)
            {
                DrawAndClippedLine(data[startOffset] + offsetX, data[startOffset + 1] + offsetY);
            }

            #endregion
            #region fill
            Filling(paint, Rows, startRowPosition, endRowPosition);

            #endregion

        }
        /// <summary>
        /// Filling row data result from start y index to end y index including transformation
        /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
        /// or access transformation information</para>
        /// </summary>
        /// <param name="paint">paint</param>
        /// <param name="rows">rows</param>
        /// <param name="startYIndex">start y index</param>
        /// <param name="endYIndex">end y index</param>
        protected override void OnFillingTransformedNonZero(
            PaintMaterial paint,
            RowData[] rows,
            int startYIndex,
            int endYIndex)
        {
            if (!(paint.Paint is LinearGradient))
            {
                //throw new NotImplementedException("Support color paint only");
                NotMatchPaintTypeException.Publish(typeof(LinearGradient), paint.Paint.GetType());
                return;
            }
            LinearGradient linearGradient = paint.Paint as LinearGradient;

            switch (linearGradient.Mode)
            {
                case LinearGradientMode.Horizontal:
                    OnFillingTransformedHorizontalNonZero(linearGradient, paint.ScaledOpacity, rows, startYIndex, endYIndex);
                    break;
                case LinearGradientMode.Vertical:
                    OnFillingTransformedVerticalNonZero(linearGradient, paint.ScaledOpacity, rows, startYIndex, endYIndex);
                    break;
                case LinearGradientMode.ForwardDiagonal:
                    OnFillingTransformedDiagonalNonZero(linearGradient, paint.ScaledOpacity, rows, startYIndex, endYIndex, true);
                    break;
                case LinearGradientMode.BackwardDiagonal:
                    OnFillingTransformedDiagonalNonZero(linearGradient, paint.ScaledOpacity, rows, startYIndex, endYIndex, false);
                    break;
            }
        }
Example #19
0
 /// <summary>
 /// Filling row data result from start y index to end y index including transformation
 /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
 /// or access transformation information</para>
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected abstract void OnFillingTransformedNonZero(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue);
Example #20
0
 /// <summary>
 /// Filling row data result from start y index to end y index including transformation
 /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
 /// or access transformation information</para>
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected override void OnFillingTransformedNonZero(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue)
 {
     throw new NotImplementedException();
 }
Example #21
0
        /// <summary>
        /// Returns True if tool has painted.
        /// </summary>
        void HandleTool(bool trigger)
        {
            AimedPlayer            = null;
            AimedBlock             = null;
            AimedState             = SelectionState.Invalid;
            SymmetryInputAvailable = false;

            IMyCharacter character = MyAPIGateway.Session.Player.Character;
            IMyCubeGrid  targetGrid;
            IMySlimBlock targetBlock;
            IMyPlayer    targetPlayer;
            Vector3D     aimPoint;

            GetTarget(character, out targetGrid, out targetBlock, out targetPlayer, out aimPoint);

            if (targetPlayer != null && Main.Palette.ColorPickMode)
            {
                HandleTool_ColorPickFromPlayer(trigger, targetPlayer);
                return;
            }

            if (targetBlock == null)
            {
                if (Main.Palette.ColorPickMode)
                {
                    Main.Notifications.Show(0, "Aim at a block or player and click to pick color.", MyFontEnum.Blue);
                }
                else if (!Utils.SafeZoneCanPaint(aimPoint, MyAPIGateway.Multiplayer.MyId))
                {
                    // sound likely already played by the shoot restriction in the safe zone
                    //HUDSounds.PlayUnable();

                    if (trigger)
                    {
                        Main.Notifications.Show(0, "Can't paint in this safe zone.", MyFontEnum.Red);
                    }
                }
                else if (Main.Palette.ReplaceMode)
                {
                    Main.Notifications.Show(0, $"Aim at a block to replace its color on {(Main.Palette.ReplaceShipWide ? "the entire ship" : "this grid")}.", MyFontEnum.Blue);
                }
                else if (trigger)
                {
                    //Main.HUDSounds.PlayUnable();

                    if (!Main.IgnoreAmmoConsumption && LocalTool.Ammo == 0)
                    {
                        Main.Notifications.Show(0, "No ammo and no target.", MyFontEnum.Red);
                    }
                    else
                    {
                        Main.Notifications.Show(0, "Aim at a block to paint it.", MyFontEnum.Red);
                    }
                }

                return;
            }

            Main.SelectionGUI.UpdateSymmetryStatus(targetBlock);

            PaintMaterial paintMaterial = Main.Palette.GetLocalPaintMaterial();
            BlockMaterial blockMaterial = new BlockMaterial(targetBlock);

            AimedBlock = targetBlock;

            if (Main.Palette.ColorPickMode)
            {
                HandleTool_ColorPickModeFromBlock(paintMaterial, blockMaterial, trigger);
                return;
            }

            if (!ValidateMainBlock(targetBlock, paintMaterial, blockMaterial, trigger))
            {
                return;
            }

            string blockName = Utils.GetBlockName(targetBlock);

            if (!Main.IgnoreAmmoConsumption && LocalTool.Ammo == 0)
            {
                if (trigger)
                {
                    //Main.HUDSounds.PlayUnable();
                    Main.Notifications.Show(1, "No ammo.", MyFontEnum.Red);
                }

                Main.SelectionGUI.SetGUIStatus(0, "No ammo!", "red");
                return;
            }

            AimedState = SelectionState.Valid;

            if (trigger)
            {
                float         paintSpeed    = (1.0f / Utils.GetBlockSurface(targetBlock));
                PaintMaterial finalMaterial = HandleTool_PaintProcess(paintMaterial, blockMaterial, paintSpeed, blockName);

                if (Main.Palette.ReplaceMode && Main.ReplaceColorAccess)
                {
                    Main.Painting.ToolReplacePaint(targetGrid, blockMaterial, finalMaterial, Main.Palette.ReplaceShipWide);
                }
                else
                {
                    bool useMirroring = (Main.SymmetryAccess && MyAPIGateway.CubeBuilder.UseSymmetry);
                    Main.Painting.ToolPaintBlock(targetGrid, targetBlock.Position, finalMaterial, useMirroring);
                }
            }
        }
 /// <summary>
 /// Fill to buffer base rows data information using non zero rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 protected override void OnFillingNonZero(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex)
 {
     throw new NotImplementedException();
 }
 /// <summary>
 /// Filling row data result from start y index to end y index including transformation
 /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
 /// or access transformation information</para>
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected override void OnFillingTransformedNonZero(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue)
 {
     throw new NotImplementedException();
 }
 /// <summary>
 /// Filling row data result from start y index to end y index including transformation
 /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
 /// or access transformation information</para>
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 protected override void OnFillingTransformedEvenOdd(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex)
 {
     throw new NotImplementedException();
 }
 /// <summary>
 /// Fill to buffer base rows data information using even odd rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected override void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue)
 {
     throw new NotImplementedException();
 }
 /// <summary>
 /// Fill to buffer base rows data information using even odd rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected override void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue)
 {
     // this base on paint to filling
     if (!(paint.Paint is RadialGradient))
     {
         //throw new NotImplementedException("Support color paint only");
         NotMatchPaintTypeException.Publish(typeof(RadialGradient), paint.Paint.GetType());
         return;
     }
     RadialGradient radial = paint.Paint as RadialGradient;
     if (radial.RadiusX == radial.RadiusY)
     {
         if ((radial.FocusX == radial.CenterX) && (radial.FocusY == radial.CenterY))
         {
             // when normal radial gradient
             FillingRadialEvenOdd(radial, paint.ScaledOpacity, rows, startRowIndex, endRowIndex, gammaLutRed, gammaLutGreen, gammaLutBlue);
         }
         else
         {
             // circle and focus gradient
             FillingRadialFocalEvenOdd(radial, paint.ScaledOpacity, rows, startRowIndex, endRowIndex, gammaLutRed, gammaLutGreen, gammaLutBlue);
         }
     }
     else
     {
         if ((radial.FocusX == radial.CenterX) && (radial.FocusY == radial.CenterY))
         {
             // when normal ellipse gradient
             FillingEllipseEvenOdd(radial, paint.ScaledOpacity, rows, startRowIndex, endRowIndex, gammaLutRed, gammaLutGreen, gammaLutBlue);
         }
         else
         {
             // ellipse and focus gradient
             FillingEllipseFocalEvenOdd(radial, paint.ScaledOpacity, rows, startRowIndex, endRowIndex, gammaLutRed, gammaLutGreen, gammaLutBlue);
         }
     }
 }
Example #27
0
 /// <summary>
 /// Fill to buffer base rows data information using even odd rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected override void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue)
 {
     throw new NotImplementedException();
 }
Example #28
0
 /// <summary>
 /// Filling row data result from start y index to end y index including transformation
 /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
 /// or access transformation information</para>
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 protected override void OnFillingTransformedNonZero(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex)
 {
     throw new NotImplementedException();
 }
 /// <summary>
 /// Filling row data result from start y index to end y index including transformation
 /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
 /// or access transformation information</para>
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected abstract void OnFillingTransformedNonZero(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue);
Example #30
0
 /// <summary>
 /// Filling row data result from start y index to end y index including transformation
 /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
 /// or access transformation information</para>
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 protected abstract void OnFillingTransformedNonZero(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex);
Example #31
0
        void UpdateGUI()
        {
            if (!Main.TextAPI.IsEnabled || !Main.CheckPlayerField.Ready)
            {
                return;
            }

            if (uiTitle == null)
            {
                const int MAX_EXPECTED_CHARACTERS_TITLE = 64;
                const int MAX_EXPECTED_CHARACTERS_TEXT  = 512;

                // NOTE: this creation order is needed to have background elements stay in background when everything uses PostPP (or SDR) at once.

                int i = 0;
                ui[i++] = uiTextBg = new HudAPIv2.BillBoardHUDMessage(Main.PaletteHUD.MATERIAL_PALETTE_BACKGROUND, uiPosition, UI_TEXT_BG_COLOR, Width: UI_BOX_WIDTH, Height: UI_TEXT_BG_HEIGHT, Blend: UI_BG_BLENDTYPE);
                ui[i++] = uiTitleBg = new HudAPIv2.BillBoardHUDMessage(Main.PaletteHUD.MATERIAL_PALETTE_BACKGROUND, uiPosition, UI_TITLE_BG_COLOR, Width: UI_BOX_WIDTH, Height: UI_TITLE_BG_HEIGHT, Blend: UI_BG_BLENDTYPE);

                ui[i++] = uiTitle = new HudAPIv2.HUDMessage(new StringBuilder(MAX_EXPECTED_CHARACTERS_TITLE), uiPosition, Scale: UI_TITLE_SCALE, Blend: UI_FG_BLENDTYPE);
                ui[i++] = uiText = new HudAPIv2.HUDMessage(new StringBuilder(MAX_EXPECTED_CHARACTERS_TEXT), uiPosition, Scale: UI_TEXT_SCALE, Blend: UI_FG_BLENDTYPE);

                ui[i++] = uiTargetColor = new HudAPIv2.BillBoardHUDMessage(MATERIAL_ICON_GENERIC_BLOCK, uiPosition, Color.White, Width: UI_COLORBOX_WIDTH, Height: UI_COLORBOX_HEIGHT, Blend: UI_FG_BLENDTYPE);
                ui[i++] = uiPaintColor = new HudAPIv2.BillBoardHUDMessage(MATERIAL_ICON_PAINT_AMMO, uiPosition, Color.White, Width: UI_COLORBOX_WIDTH, Height: UI_COLORBOX_HEIGHT, Blend: UI_FG_BLENDTYPE);

                ui[i++] = uiProgressBarBg = new HudAPIv2.BillBoardHUDMessage(Main.PaletteHUD.MATERIAL_PALETTE_BACKGROUND, uiPosition, UI_PROGRESSBAR_BG_COLOR, Width: UI_PROGRESSBAR_WIDTH, Height: UI_PROGRESSBAR_HEIGHT, Blend: UI_BG_BLENDTYPE);
                ui[i++] = uiProgressBar = new HudAPIv2.BillBoardHUDMessage(Main.PaletteHUD.MATERIAL_PALETTE_BACKGROUND, uiPosition, UI_PROGRESSBAR_COLOR, Width: UI_PROGRESSBAR_WIDTH, Height: UI_PROGRESSBAR_HEIGHT, Blend: UI_FG_BLENDTYPE);

                UpdateUISettings();
            }

            bool targetCharacter = (Main.Palette.ColorPickMode && Main.LocalToolHandler.AimedPlayer != null);
            bool visible         = (!MyAPIGateway.Gui.IsCursorVisible && Main.Palette.LocalInfo != null && (targetCharacter || Main.LocalToolHandler.AimedBlock != null));

            SetGUIVisible(visible);

            if (!visible)
            {
                return;
            }

            PaintMaterial targetMaterial;
            PaintMaterial paint    = Main.Palette.GetLocalPaintMaterial();
            int           ammo     = (Main.LocalToolHandler.LocalTool != null ? Main.LocalToolHandler.LocalTool.Ammo : 0);
            StringBuilder title    = uiTitle.Message.Clear().Append("<color=220,244,252>");
            float         progress = 0f;

            if (targetCharacter)
            {
                uiTargetColor.Material = MATERIAL_ICON_GENERIC_CHARACTER;

                targetMaterial = Main.LocalToolHandler.AimedPlayersPaint;

                uiTargetColor.BillBoardColor = (targetMaterial.ColorMask.HasValue ? Utils.ColorMaskToRGB(targetMaterial.ColorMask.Value) : Color.Gray);

                title.AppendLimitedChars(Main.LocalToolHandler.AimedPlayer.DisplayName, GUI_TITLE_MAX_CHARS);
            }
            else
            {
                uiTargetColor.Material = MATERIAL_ICON_GENERIC_BLOCK;

                IMySlimBlock block = Main.LocalToolHandler.AimedBlock;
                targetMaterial = new PaintMaterial(block.ColorMaskHSV, block.SkinSubtypeId);

                uiTargetColor.BillBoardColor = Utils.ColorMaskToRGB(targetMaterial.ColorMask.Value);

                if (paint.ColorMask.HasValue)
                {
                    progress = Utils.ColorScalar(targetMaterial.ColorMask.Value, paint.ColorMask.Value);
                }
                else
                {
                    progress = 1f;
                }

                progress *= 0.75f;

                if (paint.Skin.HasValue && targetMaterial.Skin == paint.Skin.Value)
                {
                    progress += 0.25f;
                }

                progress = MathHelper.Clamp(progress, 0, 1f);

                MyCubeBlockDefinition selectedDef = (MyCubeBlockDefinition)block.BlockDefinition;

                title.AppendLimitedChars(selectedDef.DisplayNameText, GUI_TITLE_MAX_CHARS);
            }

            uiPaintColor.BillBoardColor = (paint.ColorMask.HasValue ? Utils.ColorMaskToRGB(paint.ColorMask.Value) : Color.Gray);

            float height = UI_PROGRESSBAR_HEIGHT * progress;

            uiProgressBar.Height = height;
            uiProgressBar.Offset = new Vector2D(uiProgressBar.Width * 0.5, -UI_PROGRESSBAR_HEIGHT + uiProgressBar.Height * 0.5) + uiProgressBarPosition;

            StringBuilder text = uiText.Message;

            text.Clear().Append(blockInfoStatus[0]);
            text.Append('\n');
            text.Append('\n');

            {
                text.Append("<color=220,244,252>");

                if (Main.Palette.ColorPickMode && Main.LocalToolHandler.AimedPlayer != null)
                {
                    text.Append("Engineer's selected paint:");
                }
                else
                {
                    text.Append("Block's material:");
                }

                text.Append('\n').Append("        HSV: ");

                if (targetMaterial.ColorMask.HasValue)
                {
                    if (Main.Palette.IsColorMaskInPalette(targetMaterial.ColorMask.Value))
                    {
                        text.Append("<color=55,255,55>");
                    }
                    else
                    {
                        text.Append("<color=255,200,25>");
                    }
                    text.Append(Utils.ColorMaskToString(targetMaterial.ColorMask.Value));
                }
                else
                {
                    text.Append("(N/A)");
                }

                text.Append('\n');

                text.Append("<color=white>        Skin: ");
                if (targetMaterial.Skin.HasValue)
                {
                    SkinInfo targetSkin = Main.Palette.GetSkinInfo(targetMaterial.Skin.Value);

                    if (targetSkin != null)
                    {
                        if (!targetSkin.LocallyOwned)
                        {
                            text.Append("<color=red>");
                        }
                        else if (targetSkin.SubtypeId == MyStringHash.NullOrEmpty)
                        {
                            text.Append("<color=gray>");
                        }
                        text.Append(targetSkin.Name);
                    }
                    else
                    {
                        text.Append("<color=gray>").Append(targetMaterial.Skin.Value.ToString()).Append(" <color=red>(uninstalled)");
                    }
                }
                else
                {
                    text.Append("(N/A)");
                }
                text.Append('\n');
            }

            text.Append('\n');

            {
                text.Append("<color=220,244,252>");
                if (Main.Palette.ColorPickMode)
                {
                    text.Append("Replace slot: ").Append(Main.Palette.LocalInfo.SelectedColorSlot + 1);
                }
                else
                {
                    text.Append("Paint: ");

                    if (Main.IgnoreAmmoConsumption)
                    {
                        text.Append("Inf.");
                    }
                    else
                    {
                        text.Append(ammo);
                    }
                }
                text.Append('\n');
            }

            {
                text.Append("        ");
                if (paint.ColorMask.HasValue)
                {
                    text.Append("<color=white>HSV: ").Append(Utils.ColorMaskToString(paint.ColorMask.Value)).Append('\n');
                }
                else
                {
                    text.Append('\n');
                }
            }

            {
                if (paint.Skin.HasValue)
                {
                    text.Append("        <color=white>Skin: ");

                    SkinInfo skin = Main.Palette.GetSkinInfo(paint.Skin.Value);
                    if (skin != null)
                    {
                        if (skin.SubtypeId == MyStringHash.NullOrEmpty)
                        {
                            text.Append("<color=gray>");
                        }
                        text.Append(skin.Name);
                    }
                    else
                    {
                        text.Append("<color=gray>").Append(paint.Skin.Value.ToString()).Append(" <color=red>(uninstalled)");
                    }
                }
                text.Append('\n');
            }

            text.Append("<color=white>");

            if (blockInfoStatus[1] != null)
            {
                text.Append('\n').Append(blockInfoStatus[1]);
            }

            if (blockInfoStatus[2] != null)
            {
                text.Append('\n').Append(blockInfoStatus[2]);
            }
        }
Example #32
0
 /// <summary>
 /// Fill to buffer base rows data information using even odd rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected abstract void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue);
Example #33
0
        bool ValidateMainBlock(IMySlimBlock block, PaintMaterial paintMaterial, BlockMaterial blockMaterial, bool trigger)
        {
            if (!paintMaterial.ColorMask.HasValue && !paintMaterial.Skin.HasValue)
            {
                string assigned = InputHandler.GetFriendlyStringForControl(MyAPIGateway.Input.GetGameControl(MyControlsSpace.CUBE_COLOR_CHANGE));

                Main.Notifications.Show(0, "No paint or skin enabled.", MyFontEnum.Red);
                Main.Notifications.Show(1, $"Press [{assigned}] to toggle color or combined with [Shift] to toggle skin.", MyFontEnum.Debug);

                Main.SelectionGUI.SetGUIStatus(0, "No paint or skin enabled.", "red");
                Main.SelectionGUI.SetGUIStatus(1, null);
                return(false);
            }

            if (!Utils.AllowedToPaintGrid(block.CubeGrid, MyAPIGateway.Session.Player.IdentityId))
            {
                if (trigger)
                {
                    Main.HUDSounds.PlayUnable();
                    Main.Notifications.Show(0, "Can't paint enemy ships.", MyFontEnum.Red, 2000);
                }

                Main.SelectionGUI.SetGUIStatus(0, "Not allied ship.", "red");
                Main.SelectionGUI.SetGUIStatus(1, null);
                return(false);
            }

            if (!Utils.SafeZoneCanPaint(block, MyAPIGateway.Multiplayer.MyId))
            {
                if (trigger)
                {
                    Main.HUDSounds.PlayUnable();
                    Main.Notifications.Show(0, "Can't paint in this safe zone.", MyFontEnum.Red, 2000);
                }

                Main.SelectionGUI.SetGUIStatus(0, "Protected by safe zone", "red");
                Main.SelectionGUI.SetGUIStatus(1, null);
                return(false);
            }

            bool materialEquals = paintMaterial.PaintEquals(blockMaterial);

            if (Main.Palette.ReplaceMode)
            {
                AimedState = (materialEquals ? SelectionState.Invalid : SelectionState.Valid);

                string assigned = InputHandler.GetFriendlyStringForControl(MyAPIGateway.Input.GetGameControl(MyControlsSpace.USE_SYMMETRY));

                if (AimedState == SelectionState.Invalid)
                {
                    Main.SelectionGUI.SetGUIStatus(0, "Already this material.", "red");
                }
                else
                {
                    Main.SelectionGUI.SetGUIStatus(0, "Click to replace material.", "lime");
                }

                Main.SelectionGUI.SetGUIStatus(1, $"[{assigned}] {(Main.Palette.ReplaceShipWide ? "<color=yellow>" : "")}Replace mode: {(Main.Palette.ReplaceShipWide ? "Ship-wide" : "Grid")}");

                return(AimedState == SelectionState.Valid);
            }

            if (!Main.InstantPaintAccess)
            {
                MyCubeBlockDefinition def = (MyCubeBlockDefinition)block.BlockDefinition;
                bool built = (block.BuildLevelRatio >= def.CriticalIntegrityRatio);

                if (!built || block.CurrentDamage > (block.MaxIntegrity / 10.0f))
                {
                    AimedState = SelectionState.Invalid;

                    if (trigger)
                    {
                        Main.HUDSounds.PlayUnable();
                        Main.Notifications.Show(0, "Unfinished blocks can't be painted!", MyFontEnum.Red);
                    }

                    Main.SelectionGUI.SetGUIStatus(0, (!built ? "Block not built" : "Block damaged"), "red");
                    Main.SelectionGUI.SetGUIStatus(1, null);
                    return(false);
                }
            }

            MyCubeGrid grid              = (MyCubeGrid)block.CubeGrid;
            bool       symmetry          = Main.SymmetryAccess && MyCubeBuilder.Static.UseSymmetry && (grid.XSymmetryPlane.HasValue || grid.YSymmetryPlane.HasValue || grid.ZSymmetryPlane.HasValue);
            bool       symmetrySameColor = true;

            if (materialEquals)
            {
                AimedState = SelectionState.Invalid;

                if (symmetry)
                {
                    Vector3I?mirrorX  = null;
                    Vector3I?mirrorY  = null;
                    Vector3I?mirrorZ  = null;
                    Vector3I?mirrorYZ = null;

                    // NOTE: do not optimize, all methods must be called
                    if (!MirrorCheckSameColor(grid, 0, block.Position, paintMaterial, out mirrorX))
                    {
                        symmetrySameColor = false;
                    }

                    if (!MirrorCheckSameColor(grid, 1, block.Position, paintMaterial, out mirrorY))
                    {
                        symmetrySameColor = false;
                    }

                    if (!MirrorCheckSameColor(grid, 2, block.Position, paintMaterial, out mirrorZ))
                    {
                        symmetrySameColor = false;
                    }

                    if (mirrorX.HasValue && grid.YSymmetryPlane.HasValue) // XY
                    {
                        if (!MirrorCheckSameColor(grid, 1, mirrorX.Value, paintMaterial, out mirrorX))
                        {
                            symmetrySameColor = false;
                        }
                    }

                    if (mirrorX.HasValue && grid.ZSymmetryPlane.HasValue) // XZ
                    {
                        if (!MirrorCheckSameColor(grid, 2, mirrorX.Value, paintMaterial, out mirrorX))
                        {
                            symmetrySameColor = false;
                        }
                    }

                    if (mirrorY.HasValue && grid.ZSymmetryPlane.HasValue) // YZ
                    {
                        if (!MirrorCheckSameColor(grid, 2, mirrorY.Value, paintMaterial, out mirrorYZ))
                        {
                            symmetrySameColor = false;
                        }
                    }

                    if (grid.XSymmetryPlane.HasValue && mirrorYZ.HasValue) // XYZ
                    {
                        if (!MirrorCheckSameColor(grid, 0, mirrorYZ.Value, paintMaterial, out mirrorX))
                        {
                            symmetrySameColor = false;
                        }
                    }

                    if (!symmetrySameColor)
                    {
                        AimedState = SelectionState.InvalidButMirrorValid;
                    }
                }

                if (!symmetry || symmetrySameColor)
                {
                    AimedState = SelectionState.Invalid;

                    if (symmetry)
                    {
                        Main.SelectionGUI.SetGUIStatus(0, "All materials match.", "lime");
                    }
                    else
                    {
                        Main.SelectionGUI.SetGUIStatus(0, "Materials match.", "lime");
                    }

                    Main.SelectionGUI.SetGUIStatus(1, Main.SelectionGUI.SymmetryStatusText);
                    return(false);
                }
            }

            if (!trigger)
            {
                if (symmetry && !symmetrySameColor)
                {
                    Main.SelectionGUI.SetGUIStatus(0, "Click to update symmetry paint.");
                }
                else if (Main.InstantPaintAccess)
                {
                    Main.SelectionGUI.SetGUIStatus(0, "Click to paint.");
                }
                else
                {
                    Main.SelectionGUI.SetGUIStatus(0, "Hold click to paint.");
                }

                Main.SelectionGUI.SetGUIStatus(1, Main.SelectionGUI.SymmetryStatusText);
            }

            return(true);
        }
Example #34
0
        bool MirrorCheckSameColor(IMyCubeGrid grid, int axis, Vector3I originalPosition, PaintMaterial paintMaterial, out Vector3I?mirrorPosition)
        {
            mirrorPosition = null;

            switch (axis)
            {
            case 0:
                if (grid.XSymmetryPlane.HasValue)
                {
                    mirrorPosition = originalPosition + new Vector3I(((grid.XSymmetryPlane.Value.X - originalPosition.X) * 2) - (grid.XSymmetryOdd ? 1 : 0), 0, 0);
                }
                break;

            case 1:
                if (grid.YSymmetryPlane.HasValue)
                {
                    mirrorPosition = originalPosition + new Vector3I(0, ((grid.YSymmetryPlane.Value.Y - originalPosition.Y) * 2) - (grid.YSymmetryOdd ? 1 : 0), 0);
                }
                break;

            case 2:
                if (grid.ZSymmetryPlane.HasValue)
                {
                    mirrorPosition = originalPosition + new Vector3I(0, 0, ((grid.ZSymmetryPlane.Value.Z - originalPosition.Z) * 2) + (grid.ZSymmetryOdd ? 1 : 0));     // reversed on odd
                }
                break;
            }

            if (mirrorPosition.HasValue)
            {
                IMySlimBlock slim = grid.GetCubeBlock(mirrorPosition.Value);

                if (slim != null)
                {
                    return(paintMaterial.PaintEquals(slim));
                }
            }

            return(true);
        }
 /// <summary>
 /// Filling row data result from start y index to end y index including transformation
 /// <para>While filling can use CurrentTransformMatrix, or InverterMatrix... to calculate
 /// or access transformation information</para>
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 protected abstract void OnFillingTransformedNonZero(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex);
 /// <summary>
 /// Filling method including prepare material and perform filling
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 protected void Filling(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex)
 {
     //this.CurrentPaint = paint;
     PrepareMaterial(paint, CurrentStartXIndex, startYIndex, CurrentEndXIndex, endYIndex);
     OnFilling(paint, rows, startYIndex, endYIndex);
     OnFinishFilling();
 }
Example #37
0
 /// <summary>
 /// Fill to buffer base rows data information using even odd rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 protected abstract void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex);
 /// <summary>
 /// Perform filling into rasterized result 
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="rows">rows</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endYIndex">end y index</param>
 protected virtual void OnFilling(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex)
 {
     //outside of box, no need to fill
     if (IsClipBoxOutSideBound) return;
     //Cross.Log.Debug("Start row {0}, end rows {1}",startYIndex,endYIndex);
     // when gamma function is assigned and gamma function need to apply
     //if ((mGamma != null) &&(mGamma.IsAppliedGamma))
     if ((mGamma != null))
     {
         if (paint.FillingRule == FillingRule.NonZero)
         {
             // fill non-zero including gamma
             OnFillingNonZero(paint, Rows, startYIndex, endYIndex, mGamma.GetLookupTableRed(), mGamma.GetLookupTableGreen(), mGamma.GetLookupTableBlue());
         }
         else
         {
             // fill Even-Odd including gamma
             OnFillingEvenOdd(paint, Rows, startYIndex, endYIndex, mGamma.GetLookupTableRed(), mGamma.GetLookupTableGreen(), mGamma.GetLookupTableBlue());
         }
     }
     else
     {
         //Cross.Log.Debug("Filling without gamma");
         if (paint.FillingRule == FillingRule.NonZero)
         {
             OnFillingNonZero(paint, Rows, startYIndex, endYIndex);
         }
         else
         {
             OnFillingEvenOdd(paint, Rows, startYIndex, endYIndex);
         }
     }
 }
Example #39
0
 /// <summary>
 /// Fill to buffer base rows data information using even odd rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 protected override void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex)
 {
     throw new NotImplementedException();
 }
 /// <summary>
 /// Fill to buffer base rows data information using even odd rule
 /// </summary>
 /// <param name="paint">paint using for fill</param>
 /// <param name="rows">row data information</param>
 /// <param name="startRowIndex">start row index in row array need to draw</param>
 /// <param name="endRowIndex">end row index in end row array need to draw</param>
 /// <param name="gammaLutRed">gamma look up table for red</param>
 /// <param name="gammaLutGreen">gamma look up table for green</param>
 /// <param name="gammaLutBlue">gamma look up table for blue</param>
 protected abstract void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startRowIndex, int endRowIndex, byte[] gammaLutRed, byte[] gammaLutGreen, byte[] gammaLutBlue);
Example #41
0
        /// <summary>
        /// Fill to buffer base rows data information using EvenOdd rule
        /// </summary>
        /// <param name="paint">paint using for fill</param>
        /// <param name="rows">row data information</param>
        /// <param name="startYIndex">start row index in row array need to draw</param>
        /// <param name="endYIndex">end row index in end row array need to draw</param>
        protected override void OnFillingEvenOdd(PaintMaterial paint, RowData[] rows, int startYIndex, int endYIndex)
        {

            if (!(paint.Paint is ColorPaint))
            {
                //throw new NotImplementedException("Support color paint only");
                NotMatchPaintTypeException.Publish(typeof(ColorPaint), paint.Paint.GetType());
                return;
            }
            Color currentColor = ((ColorPaint)paint.Paint).Color;

            #region private variable for filling
            int currentCoverage, scLastCoverage, scLastX = 0;
            int tempCover = 0;
            int currentArea = 0;
            int lastXPosition = 0;
            int startXPosition = 0;
            CellData currentCellData = null;
            byte calculatedCoverage = 0;

            uint colorData = currentColor.Data;
            uint colorAlpha = (currentColor.A * paint.ScaledOpacity) >> 8;
            if (paint.ScaledOpacity < 256)
            {
                colorData = (colorAlpha << 24) | (colorAlpha & 0x00FFFFFF);
            }

            uint colorG = currentColor.Green;
            uint colorRB = currentColor.RB;

            uint dst, dstRB, dstG;
            #endregion

            if (mOpacityMask != null)
            {
                #region check the y of mask
                if (startYIndex < MaskStartY) startYIndex = MaskStartY;
                if (endYIndex > MaskEndY - 1) endYIndex = MaskEndY - 1;
                #endregion

                #region variable using opacity mask
                int currentMaskY = startYIndex - MaskStartY;
                int currentMaskIndex = 0;
                #endregion

                #region PERFORM FILLING
                startYIndex--;
                while (++startYIndex <= endYIndex)
                {
                    currentCoverage = scLastCoverage = scLastX = 0;

                    if (rows[startYIndex] != null)
                    {
                        // get first cell in current row
                        currentCellData = rows[startYIndex].First;
                        if (currentCellData != null)
                        {
                            #region fill current row
                            do
                            {
                                currentArea = currentCellData.Area;
                                #region blend horizontal line
                                if ((currentCellData.X > scLastX + 1) && (scLastCoverage != 0))
                                {
                                    // fast bit absolute
                                    scLastCoverage = (scLastCoverage ^ (scLastCoverage >> 31)) - (scLastCoverage >> 31);
                                    #region even odd change
                                    scLastCoverage &= 511;
                                    if (scLastCoverage >= 256)
                                    {
                                        scLastCoverage = 512 - scLastCoverage - 1;
                                    }
                                    #endregion
                                    //fill from currentX position to last x position
                                    scLastCoverage = (byte)((scLastCoverage * colorAlpha) >> 8);
                                    if (scLastCoverage > 0)
                                    {
                                        #region BLEND HORIZONTAL LINE
                                        // calculate start and end position

                                        #region modifi for start ,end X position
                                        if (scLastX + 1 < MaskStartX)
                                        {
                                            startXPosition = BufferStartOffset + startYIndex * BufferStride + MaskStartX;
                                            currentMaskIndex = currentMaskY * MaskStride + MaskStartOffset;
                                        }
                                        else
                                        {
                                            startXPosition = BufferStartOffset + startYIndex * BufferStride + scLastX + 1;
                                            currentMaskIndex = currentMaskY * MaskStride + MaskStartOffset + scLastX + 1 - MaskStartX;
                                        }

                                        if (currentCellData.X > MaskEndX)
                                        {
                                            lastXPosition = BufferStartOffset + startYIndex * BufferStride + MaskEndX;
                                        }
                                        else
                                        {
                                            lastXPosition = BufferStartOffset + startYIndex * BufferStride + currentCellData.X;
                                        }

                                        #endregion


                                        while (startXPosition < lastXPosition)
                                        {
                                            if (MaskData[currentMaskIndex] > 0)
                                            {
                                                calculatedCoverage = (byte)((scLastCoverage * (MaskData[currentMaskIndex] + 1)) >> 8);

                                                #region blend here
                                                // because scLastCoverage about 255 when multiply with 255 will have value about 254
                                                if (calculatedCoverage >= 254)
                                                {
                                                    // draw only
                                                    BufferData[startXPosition] = colorData;
                                                }
                                                else // != 255
                                                {
                                                    //calculatedCoverage = (byte)scLastCoverage;
                                                    //blending here
                                                    dst = BufferData[startXPosition];
                                                    dstRB = dst & 0x00FF00FF;
                                                    dstG = (dst >> 8) & 0xFF;

                                                    BufferData[startXPosition] =
                                                        (uint)(AlphaCache[(((dst >> 24) & 0xFF) << 8) + calculatedCoverage])
                                                        | (uint)((((((colorG - dstG) * calculatedCoverage) >> 8) + dstG) << 8) & 0x0000FF00)
                                                        | (uint)(((((colorRB - dstRB) * calculatedCoverage) >> 8) + dstRB) & 0x00FF00FF);
                                                }
                                                #endregion
                                            }
                                            // go next cell
                                            startXPosition++;
                                            currentMaskIndex++;
                                        }

                                        #endregion
                                    }
                                }
                                #endregion

                                currentCoverage += currentCellData.Coverage;

                                #region blend the current cell
                                // calculate tempcover
                                tempCover = ((currentCoverage << 9) - currentArea) >> 9;
                                if (tempCover != 0)
                                {
                                    // fast bit absolute
                                    tempCover = (tempCover ^ (tempCover >> 31)) - (tempCover >> 31);
                                    #region even odd change
                                    tempCover &= 511;
                                    if (tempCover >= 256)
                                    {
                                        tempCover = 512 - tempCover - 1;
                                    }
                                    #endregion
                                    tempCover = (int)((tempCover * colorAlpha) >> 8);
                                    #region blend pixel

                                    if ((currentCellData.X >= MaskStartX) && (currentCellData.X < MaskEndX))
                                    {
                                        #region mask chage
                                        currentMaskIndex = currentMaskY * MaskStride + MaskStartOffset + currentCellData.X - MaskStartX;
                                        #endregion
                                        if (MaskData[currentMaskIndex] > 0)
                                        {
                                            calculatedCoverage = (byte)((tempCover * (MaskData[currentMaskIndex] + 1)) >> 8);
                                            startXPosition = BufferStartOffset + startYIndex * BufferStride + currentCellData.X;

                                            dst = BufferData[startXPosition];
                                            dstRB = dst & 0x00FF00FF;
                                            dstG = (dst >> 8) & 0xFF;
                                            BufferData[startXPosition] =
                                                (uint)(AlphaCache[(((dst >> 24) & 0xFF) << 8) + calculatedCoverage])
                                                | (uint)((((((colorG - dstG) * calculatedCoverage) >> 8) + dstG) << 8) & 0x0000FF00)
                                                | (uint)(((((colorRB - dstRB) * calculatedCoverage) >> 8) + dstRB) & 0x00FF00FF);
                                        }
                                    }
                                    #endregion
                                }
                                #endregion

                                scLastCoverage = currentCoverage;
                                scLastX = currentCellData.X;

                                // move to next cell
                                currentCellData = currentCellData.Next;
                            } while (currentCellData != null);
                            #endregion
                        }
                    }

                    // increase current mask y
                    currentMaskY++;
                }
                #endregion
            }
            else
            {
                startYIndex--;
                while (++startYIndex <= endYIndex)
                {
                    currentCoverage = scLastCoverage = scLastX = 0;

                    if (rows[startYIndex] != null)
                    {
                        // get first cell in current row
                        currentCellData = rows[startYIndex].First;
                        if (currentCellData != null)
                        {
                            #region fill current row
                            do
                            {
                                currentArea = currentCellData.Area;
                                #region blend horizontal line
                                if ((currentCellData.X > scLastX + 1) && (scLastCoverage != 0))
                                {
                                    // fast bit absolute
                                    scLastCoverage = (scLastCoverage ^ (scLastCoverage >> 31)) - (scLastCoverage >> 31);

                                    #region even odd change

                                    //scLastCoverage &= 511;
                                    //if (scLastCoverage > 256)
                                    //{
                                    //    scLastCoverage = 512 - scLastCoverage;
                                    //}

                                    scLastCoverage &= 511;
                                    if (scLastCoverage >= 256)
                                    {
                                        scLastCoverage = 512 - scLastCoverage - 1;
                                    }
                                    #endregion



                                    if (scLastCoverage != 0)
                                    {
                                        #region BLEND HORIZONTAL LINE
                                        // calculate start and end position
                                        startXPosition = BufferStartOffset + startYIndex * BufferStride + scLastX + 1;
                                        lastXPosition = BufferStartOffset + startYIndex * BufferStride + currentCellData.X;

                                        //fill from currentX position to last x position
                                        scLastCoverage = (byte)((scLastCoverage * colorAlpha) >> 8);
                                        if (scLastCoverage >= 254)
                                        {
                                            // draw only
                                            while (startXPosition < lastXPosition)
                                            {
                                                BufferData[startXPosition++] = colorData;
                                            }
                                        }
                                        else // != 255
                                        {
                                            calculatedCoverage = (byte)scLastCoverage;
                                            //blending here
                                            while (startXPosition < lastXPosition)
                                            {
                                                dst = BufferData[startXPosition];
                                                dstRB = dst & 0x00FF00FF;
                                                dstG = (dst >> 8) & 0xFF;

                                                BufferData[startXPosition++] =
                                                    (uint)(AlphaCache[(((dst >> 24) & 0xFF) << 8) + calculatedCoverage])
                                                    | (uint)((((((colorG - dstG) * calculatedCoverage) >> 8) + dstG) << 8) & 0x0000FF00)
                                                    | (uint)(((((colorRB - dstRB) * calculatedCoverage) >> 8) + dstRB) & 0x00FF00FF);
                                            }
                                        }
                                        #endregion
                                    }
                                }
                                #endregion

                                currentCoverage += currentCellData.Coverage;

                                #region blend the current cell
                                // fast absolute
                                tempCover = ((currentCoverage << 9) - currentArea) >> 9;
                                // fast bit absolute
                                tempCover = (tempCover ^ (tempCover >> 31)) - (tempCover >> 31);
                                //tempCover &= 511;
                                //if (tempCover >= 256)
                                //{
                                //    tempCover = 512 - tempCover;
                                //}

                                #region even odd change
                                tempCover &= 511;
                                if (tempCover >= 256)
                                {
                                    tempCover = 512 - tempCover - 1;
                                }
                                #endregion

                                if (tempCover != 0)
                                {
                                    #region blend pixel
                                    tempCover = (int)((tempCover * colorAlpha) >> 8);

                                    //if (tempCover > 255) tempCover = 255;
                                    calculatedCoverage = (byte)tempCover;
                                    startXPosition = BufferStartOffset + startYIndex * BufferStride + currentCellData.X;

                                    dst = BufferData[startXPosition];
                                    dstRB = dst & 0x00FF00FF;
                                    dstG = (dst >> 8) & 0xFF;
                                    BufferData[startXPosition] =
                                        (uint)(AlphaCache[(((dst >> 24) & 0xFF) << 8) + calculatedCoverage])
                                        | (uint)((((((colorG - dstG) * calculatedCoverage) >> 8) + dstG) << 8) & 0x0000FF00)
                                        | (uint)(((((colorRB - dstRB) * calculatedCoverage) >> 8) + dstRB) & 0x00FF00FF);
                                    #endregion
                                }
                                #endregion

                                scLastCoverage = currentCoverage;
                                scLastX = currentCellData.X;

                                // move to next cell
                                currentCellData = currentCellData.Next;
                            } while (currentCellData != null);
                            #endregion
                        }
                    }
                }
            }

        }
Example #42
0
        PaintMaterial HandleTool_PaintProcess(PaintMaterial paintMaterial, BlockMaterial blockMaterial, float paintSpeed, string blockName)
        {
            if (Main.Palette.ReplaceMode)
            {
                // notification for this is done in the ReceivedPacket method to avoid re-iterating blocks

                return(paintMaterial);
            }

            if (!paintMaterial.ColorMask.HasValue && !paintMaterial.Skin.HasValue)
            {
                return(paintMaterial);
            }

            if (Main.InstantPaintAccess)
            {
                Main.SelectionGUI.SetGUIStatus(0, "Painted!", "lime");
                Main.SelectionGUI.SetGUIStatus(1, Main.SelectionGUI.SymmetryStatusText);
                return(paintMaterial);
            }

            if (!paintMaterial.ColorMask.HasValue && paintMaterial.Skin.HasValue)
            {
                Main.SelectionGUI.SetGUIStatus(0, "Skinned!", "lime");
                Main.SelectionGUI.SetGUIStatus(1, Main.SelectionGUI.SymmetryStatusText);
                return(paintMaterial);
            }

            Vector3 paintColorMask = (paintMaterial.ColorMask.HasValue ? paintMaterial.ColorMask.Value : blockMaterial.ColorMask);
            Vector3 blockColorMask = blockMaterial.ColorMask;

            // If hue is within reason change saturation and value directly.
            if (Math.Abs(blockColorMask.X - paintColorMask.X) < PAINT_HUE_TOLERANCE)
            {
                paintSpeed *= PAINT_SPEED * PAINT_UPDATE_TICKS;
                paintSpeed *= MyAPIGateway.Session.WelderSpeedMultiplier;

                for (int i = 0; i < 3; i++)
                {
                    if (blockColorMask.GetDim(i) > paintColorMask.GetDim(i))
                    {
                        blockColorMask.SetDim(i, Math.Max(blockColorMask.GetDim(i) - paintSpeed, paintColorMask.GetDim(i)));
                    }
                    else
                    {
                        blockColorMask.SetDim(i, Math.Min(blockColorMask.GetDim(i) + paintSpeed, paintColorMask.GetDim(i)));
                    }
                }

                if (Utils.ColorMaskEquals(blockColorMask, paintColorMask))
                {
                    blockColorMask = paintColorMask;

                    Main.SelectionGUI.SetGUIStatus(0, "Painting done!", "lime");
                    Main.HUDSounds.PlayColor();
                }
                else
                {
                    int percent = Utils.ColorPercent(blockColorMask, paintColorMask);

                    Main.SelectionGUI.SetGUIStatus(0, $"Painting {percent.ToString()}%...");
                }
            }
            else // if hue is too far off, first "remove" the paint.
            {
                Vector3 defaultColorMask = Main.Palette.DefaultColorMask;

                paintSpeed *= DEPAINT_SPEED * PAINT_UPDATE_TICKS;
                paintSpeed *= MyAPIGateway.Session.GrinderSpeedMultiplier;

                blockColorMask.Y = Math.Max(blockColorMask.Y - paintSpeed, defaultColorMask.Y);
                blockColorMask.Z = (blockColorMask.Z > 0 ? Math.Max(blockColorMask.Z - paintSpeed, defaultColorMask.Z) : Math.Min(blockColorMask.Z + paintSpeed, defaultColorMask.Z));

                // when saturation and value reach the default color, change hue and begin painting
                if (Math.Abs(blockColorMask.Y - defaultColorMask.Y) < COLOR_EPSILON && Math.Abs(blockColorMask.Z - defaultColorMask.Z) < COLOR_EPSILON)
                {
                    blockColorMask.X = paintColorMask.X;
                }

                // block was stripped of color
                if (Utils.ColorMaskEquals(blockColorMask, defaultColorMask))
                {
                    // set the X (hue) to the paint's hue so that the other condition starts painting it saturation&value.
                    blockColorMask = new Vector3(paintColorMask.X, defaultColorMask.Y, defaultColorMask.Z);

                    if (Utils.ColorMaskEquals(paintColorMask, defaultColorMask))
                    {
                        blockColorMask = paintColorMask;
                        Main.SelectionGUI.SetGUIStatus(0, "Removing paint done!");
                    }
                    else
                    {
                        Main.SelectionGUI.SetGUIStatus(0, "Removing paint 100%...");
                    }
                }
                else
                {
                    int percent = Utils.ColorPercent(blockColorMask, defaultColorMask);

                    Main.SelectionGUI.SetGUIStatus(0, $"Removing paint {percent.ToString()}%...");
                }
            }

            return(new PaintMaterial(blockColorMask, paintMaterial.Skin));
        }
Example #43
0
 /// <summary>
 /// Prepare material for paint,including define the bounding box of drawing
 /// </summary>
 /// <param name="paint">paint</param>
 /// <param name="startXIndex">start x index</param>
 /// <param name="startYIndex">start y index</param>
 /// <param name="endXIndex">end x index</param>
 /// <param name="endYIndex">end y index</param>
 protected virtual void PrepareMaterial(PaintMaterial paint, int startXIndex, int startYIndex, int endXIndex, int endYIndex)
 {
 }