public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character) { Rectangle panelRect = panel.GuiFrame.Rect; int x = panelRect.X, y = panelRect.Y; int width = panelRect.Width, height = panelRect.Height; Vector2 scale = GetScale(panel.GuiFrame.RectTransform.MaxSize, panel.GuiFrame.Rect.Size); bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition); int totalWireCount = 0; foreach (Connection c in panel.Connections) { totalWireCount += c.Wires.Count(w => w != null); } Wire equippedWire = null; bool allowRewiring = GameMain.NetworkMember?.ServerSettings == null || GameMain.NetworkMember.ServerSettings.AllowRewiring || panel.AlwaysAllowRewiring; if (allowRewiring && (!panel.Locked && !panel.TemporarilyLocked || Screen.Selected == GameMain.SubEditorScreen)) { //if the Character using the panel has a wire item equipped //and the wire hasn't been connected yet, draw it on the panel foreach (Item item in character.HeldItems) { Wire wireComponent = item.GetComponent <Wire>(); if (wireComponent != null) { equippedWire = wireComponent; } } } //two passes: first the connector, then the wires to get the wires to render in front for (int i = 0; i < 2; i++) { Vector2 rightPos = GetRightPos(x, y, width, scale); Vector2 leftPos = GetLeftPos(x, y, scale); Vector2 rightWirePos = new Vector2(x + width - 5 * scale.X, y + 30 * scale.Y); Vector2 leftWirePos = new Vector2(x + 5 * scale.X, y + 30 * scale.Y); int wireInterval = (height - (int)(20 * scale.Y)) / Math.Max(totalWireCount, 1); int connectorIntervalLeft = GetConnectorIntervalLeft(height, scale, panel); int connectorIntervalRight = GetConnectorIntervalRight(height, scale, panel); foreach (Connection c in panel.Connections) { //if dragging a wire, let the Inventory know so that the wire can be //dropped or dragged from the panel to the players inventory if (DraggingConnected != null && i == 1) { //the wire can only be dragged out if it's not connected to anything at the other end if (Screen.Selected == GameMain.SubEditorScreen || (DraggingConnected.Connections[0] == null && DraggingConnected.Connections[1] == null) || (DraggingConnected.Connections.Contains(c) && DraggingConnected.Connections.Contains(null))) { int linkIndex = c.FindWireIndex(DraggingConnected.Item); if (linkIndex > -1 || panel.DisconnectedWires.Contains(DraggingConnected)) { Inventory.DraggingItems.Clear(); Inventory.DraggingItems.Add(DraggingConnected.Item); } } } //outputs are drawn at the right side of the panel, inputs at the left if (c.IsOutput) { if (i == 0) { c.DrawConnection(spriteBatch, panel, rightPos, GetOutputLabelPosition(rightPos, panel, c), scale); } else { c.DrawWires(spriteBatch, panel, rightPos, rightWirePos, mouseInRect, equippedWire, wireInterval); } rightPos.Y += connectorIntervalLeft; rightWirePos.Y += c.Wires.Count(w => w != null) * wireInterval; } else { if (i == 0) { c.DrawConnection(spriteBatch, panel, leftPos, GetInputLabelPosition(leftPos, panel, c), scale); } else { c.DrawWires(spriteBatch, panel, leftPos, leftWirePos, mouseInRect, equippedWire, wireInterval); } leftPos.Y += connectorIntervalRight; leftWirePos.Y += c.Wires.Count(w => w != null) * wireInterval; } } } if (DraggingConnected != null) { if (mouseInRect) { DrawWire(spriteBatch, DraggingConnected, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height - 10), null, panel, ""); } panel.TriggerRewiringSound(); if (!PlayerInput.PrimaryMouseButtonHeld()) { if (GameMain.NetworkMember != null || panel.CheckCharacterSuccess(character)) { if (DraggingConnected.Connections[0]?.ConnectionPanel == panel || DraggingConnected.Connections[1]?.ConnectionPanel == panel) { DraggingConnected.RemoveConnection(panel.Item); if (DraggingConnected.Item.ParentInventory == null) { panel.DisconnectedWires.Add(DraggingConnected); } else if (DraggingConnected.Connections[0] == null && DraggingConnected.Connections[1] == null) { DraggingConnected.ClearConnections(user: Character.Controlled); } } } if (GameMain.Client != null) { panel.Item.CreateClientEvent(panel); } DraggingConnected = null; } } //if the Character using the panel has a wire item equipped //and the wire hasn't been connected yet, draw it on the panel if (equippedWire != null && (DraggingConnected != equippedWire || !mouseInRect)) { if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null) { DrawWire(spriteBatch, equippedWire, new Vector2(x + width / 2, y + height - 150 * GUI.Scale), new Vector2(x + width / 2, y + height), null, panel, ""); if (DraggingConnected == equippedWire) { Inventory.DraggingItems.Clear(); Inventory.DraggingItems.Add(equippedWire.Item); } } } float step = (width * 0.75f) / panel.DisconnectedWires.Count(); x = (int)(x + width / 2 - step * (panel.DisconnectedWires.Count() - 1) / 2); foreach (Wire wire in panel.DisconnectedWires) { if (wire == DraggingConnected && mouseInRect) { continue; } if (wire.HiddenInGame && Screen.Selected == GameMain.GameScreen) { continue; } Connection recipient = wire.OtherConnection(null); string label = recipient == null ? "" : recipient.item.Name + $" ({recipient.DisplayName})"; if (wire.Locked) { label += "\n" + TextManager.Get("ConnectionLocked"); } DrawWire(spriteBatch, wire, new Vector2(x, y + height - 100 * GUI.Scale), new Vector2(x, y + height), null, panel, label); x += (int)step; } //stop dragging a wire item if the cursor is within any connection panel //(so we don't drop the item when dropping the wire on a connection) if (mouseInRect || (GUI.MouseOn?.UserData is ConnectionPanel && GUI.MouseOn.MouseRect.Contains(PlayerInput.MousePosition))) { Inventory.DraggingItems.Clear(); } }
private void DrawWires(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval) { float connectorSpriteScale = (35.0f / connectionSprite.SourceRect.Width) * panel.Scale; for (int i = 0; i < MaxWires; i++) { if (wires[i] == null || wires[i].Hidden || (DraggingConnected == wires[i] && (mouseIn || Screen.Selected == GameMain.SubEditorScreen))) { continue; } if (wires[i].HiddenInGame && Screen.Selected == GameMain.GameScreen) { continue; } Connection recipient = wires[i].OtherConnection(this); string label = recipient == null ? "" : recipient.item.Name + $" ({recipient.DisplayName})"; if (wires[i].Locked) { label += "\n" + TextManager.Get("ConnectionLocked"); } DrawWire(spriteBatch, wires[i], position, wirePosition, equippedWire, panel, label); wirePosition.Y += wireInterval; } if (DraggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < (20.0f * GUI.Scale)) { connectionSpriteHighlight.Draw(spriteBatch, position, scale: connectorSpriteScale); if (!PlayerInput.PrimaryMouseButtonHeld()) { if ((GameMain.NetworkMember != null || panel.CheckCharacterSuccess(Character.Controlled)) && Wires.Count(w => w != null) < MaxPlayerConnectableWires) { //find an empty cell for the new connection int index = FindEmptyIndex(); if (index > -1 && !Wires.Contains(DraggingConnected)) { bool alreadyConnected = DraggingConnected.IsConnectedTo(panel.Item); DraggingConnected.RemoveConnection(panel.Item); if (DraggingConnected.Connect(this, !alreadyConnected, true)) { var otherConnection = DraggingConnected.OtherConnection(this); SetWire(index, DraggingConnected); } } } if (GameMain.Client != null) { panel.Item.CreateClientEvent(panel); } DraggingConnected = null; } } if (FlashTimer > 0.0f) { //the number of flashes depends on the duration, 1 flash per 1 full second int flashCycleCount = (int)Math.Max(flashDuration, 1); float flashCycleDuration = flashDuration / flashCycleCount; //MathHelper.Pi * 0.8f -> the curve goes from 144 deg to 0, //i.e. quickly bumps up from almost full brightness to full and then fades out connectionSpriteHighlight.Draw(spriteBatch, position, flashColor * (float)Math.Sin(FlashTimer % flashCycleDuration / flashCycleDuration * MathHelper.Pi * 0.8f), scale: connectorSpriteScale); } if (Wires.Any(w => w != null && w != DraggingConnected && !w.Hidden && (!w.HiddenInGame || Screen.Selected != GameMain.GameScreen))) { int screwIndex = (int)Math.Floor(position.Y / 30.0f) % screwSprites.Count; screwSprites[screwIndex].Draw(spriteBatch, position, scale: connectorSpriteScale); } }