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namespace LobbySystem;
/// <summary>
/// Auto-hosts a lobby so Steam friends can join, and keeps one networked pawn per connection plus optional
/// bots by cloning <see cref="PlayerPrefab"/>. The pawn only has to implement <see cref="ILobbyAgent"/>.
/// Spawning is de-duped and runs in OnUpdate so a join can't fire mid-enumeration.
/// </summary>
public sealed class LobbyNetworkManager : Component, Component.INetworkListener
{
[Property] public GameObject PlayerPrefab { get; set; }
[Property] public int BotCount { get; set; } = 1;
/// <summary>When true, bots only exist during an active round.</summary>
[Property] public bool BotsOnlyDuringRound { get; set; } = true;
[Property] public Color BotTint { get; set; } = new Color( 1f, 0.35f, 0.3f );
// Lobby spawn ring, used before a round map loads.
readonly Vector3[] _spawns =
{
new Vector3( 0f, -300f, 40f ), new Vector3( 300f, 0f, 40f ),
new Vector3( 0f, 300f, 40f ), new Vector3( -300f, 0f, 40f ),
new Vector3( 250f, 250f, 40f ), new Vector3( -250f, -250f, 40f ),
};
int _spawnIndex;
readonly Dictionary<Guid, GameObject> _pawns = new();
readonly List<GameObject> _bots = new();
bool _reconcileNow;
TimeUntil _nextReconcile;
TimeUntil _nextSweep;
protected override async Task OnLoad()
{
// When joining a friend the engine is mid-connect and IsActive is briefly false, so poll for a
// moment before hosting. Otherwise a joiner would spin up its own solo lobby.
if ( Networking.IsActive ) return;
for ( int i = 0; i < 6 && !Networking.IsActive; i++ )
await Task.DelayRealtimeSeconds( 0.1f );
if ( !Networking.IsActive )
Networking.CreateLobby( new() );
}
void INetworkListener.OnActive( Connection channel ) => _reconcileNow = true;
protected override void OnUpdate()
{
if ( !Networking.IsHost || PlayerPrefab is null ) return;
if ( !_reconcileNow && _nextReconcile > 0f ) return;
_reconcileNow = false;
_nextReconcile = 0.25f;
try
{
bool wantBots = !BotsOnlyDuringRound || (LobbyDirector.Current?.State == LobbyState.Active);
ReconcileBots( wantBots ? Math.Max( 0, BotCount ) : 0 );
foreach ( var conn in Connection.All.ToList() )
{
if ( conn is null || !conn.IsActive ) continue;
if ( _pawns.TryGetValue( conn.Id, out var pawn ) && pawn.IsValid() ) continue;
var id = conn.Id;
_pawns[id] = FindConnectionPawn( id ) ?? SpawnPawn( false, conn.DisplayName, conn );
}
Sweep();
}
catch
{
// Connection or scene list changed during the pass; retry next frame.
}
}
void ReconcileBots( int target )
{
_bots.RemoveAll( b => !b.IsValid() );
while ( _bots.Count > target )
{
var b = _bots[_bots.Count - 1];
_bots.RemoveAt( _bots.Count - 1 );
if ( b.IsValid() ) b.Destroy();
}
while ( _bots.Count < target )
_bots.Add( SpawnPawn( true, "Bot", null ) );
}
GameObject FindConnectionPawn( Guid id )
{
foreach ( var a in Scene.GetAllComponents<ILobbyAgent>() )
{
if ( !a.IsValid() || a.IsBot ) continue;
if ( a is Component c && c.Network.OwnerId == id ) return c.GameObject;
}
return null;
}
void Sweep()
{
if ( _nextSweep > 0f ) return;
_nextSweep = 1f;
foreach ( var key in _pawns.Where( kv => !kv.Value.IsValid() ).Select( kv => kv.Key ).ToList() )
_pawns.Remove( key );
}
GameObject SpawnPawn( bool isBot, string displayName, Connection owner )
{
var go = PlayerPrefab.Clone( NextSpawn() );
go.Name = isBot ? "Bot" : $"Player - {displayName}";
go.Enabled = true;
var agent = go.Components.Get<ILobbyAgent>() ?? go.Components.GetInChildren<ILobbyAgent>();
agent?.InitAgent( isBot, displayName );
if ( isBot )
{
var rend = go.Components.GetInChildren<SkinnedModelRenderer>();
if ( rend is not null ) rend.Tint = BotTint;
}
if ( owner is not null ) go.NetworkSpawn( owner );
else go.NetworkSpawn();
return go;
}
Vector3 NextSpawn()
{
int idx = _spawnIndex++;
var dir = LobbyDirector.Current;
if ( dir is not null && dir.UseRoundMap && dir.MapReady )
return dir.RoundSpawnPoint( idx );
return _spawns[idx % _spawns.Length];
}
}
namespace LobbySystem;
/// <summary>Lifecycle of the lobby: Lobby, then Active, then Ended before looping back.</summary>
public enum LobbyState
{
/// <summary>Free roam before and after a round. The mode button works here.</summary>
Lobby,
/// <summary>A round is running.</summary>
Active,
/// <summary>Round finished; results show before returning to the lobby.</summary>
Ended
}
namespace LobbySystem;
/// <summary>
/// In-world button that opens the mode menu for the host, or a local suggestion menu for a client. It needs
/// a ModelRenderer to be visible and is hidden while a round is live. When the local player is within
/// <see cref="UseRange"/> and presses Use, the menu opens.
/// </summary>
public sealed class LobbyModeButton : Component
{
[Property] public float UseRange { get; set; } = 130f;
[Property] public bool GlowWhenInRange { get; set; } = true;
[Property] public Color IdleTint { get; set; } = new Color( 0.85f, 0.4f, 0.15f );
[Property] public Color ActiveTint { get; set; } = new Color( 1f, 0.85f, 0.3f );
ModelRenderer _renderer;
ILobbyAgent _me;
protected override void OnStart()
{
_renderer = Components.Get<ModelRenderer>() ?? Components.GetInChildren<ModelRenderer>();
if ( _renderer is not null ) _renderer.Tint = IdleTint;
}
protected override void OnUpdate()
{
var dir = LobbyDirector.Current;
bool inLobby = dir is null || !dir.RoundLive;
if ( _renderer is not null && _renderer.Enabled != inLobby )
_renderer.Enabled = inLobby;
if ( !inLobby ) return;
var me = LocalPlayer();
bool inRange = me is not null && WorldPosition.Distance( me.WorldPosition ) <= UseRange;
if ( GlowWhenInRange && _renderer is not null )
_renderer.Tint = inRange ? ActiveTint : IdleTint;
if ( inRange && Input.Pressed( "Use" ) )
dir?.RequestModeMenu();
}
ILobbyAgent LocalPlayer()
{
if ( _me is not null && _me.IsValid() && !_me.IsBot && !_me.IsProxy ) return _me;
try { _me = Scene.GetAllComponents<ILobbyAgent>().FirstOrDefault( c => c.IsValid() && !c.IsBot && !c.IsProxy ); }
catch { _me = null; }
return _me;
}
}
global using static Sandbox.Internal.GlobalGameNamespace;
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "MC Clouds" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "mcclouds" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "trend" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "trend.mcclouds" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "26" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]
[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v9.0", FrameworkDisplayName = ".NET 9.0" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "2026-06-16T17:04:05.4666731Z" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.124.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.124.0")]using Sandbox;
using Sandbox.UI;
using System;
namespace SbTween;
public static class LightExtensions
{
public static BaseTween TweenLightColor( this Light Light, Color target, float duration )
{
Color start = Light.LightColor;
var tween = new BaseTween( duration );
tween.Target = Light.GameObject;
return TweenManager.Instance.AddTween( tween
.OnStart( () => start = Light.LightColor )
.OnUpdate( p => Light.LightColor = Color.Lerp( start, target, p ) ) );
}
public static BaseTween TweenRadius( this SpotLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.Radius;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.Radius )
.OnUpdate( p => light.Radius = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenConeOuter( this SpotLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.ConeOuter;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.ConeOuter )
.OnUpdate( p => light.ConeOuter = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenInnerCone( this SpotLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.ConeInner;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.ConeInner )
.OnUpdate( p => light.ConeInner = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenAttenuation( this PointLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.Attenuation;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.Attenuation )
.OnUpdate( p => light.Attenuation = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenRadius( this PointLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.Radius;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.Radius )
.OnUpdate( p => light.Radius = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenAttenuation( this SpotLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.Attenuation;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.Attenuation )
.OnUpdate( p => light.Attenuation = MathX.Lerp( start, target, p ) ) );
}
//FLICKERING LIGHT
public static BaseTween TweenFlickerLight( this PointLight light, float minBrightness, float maxBrightness, float duration, float speed = 10f )
{
if ( !light.IsValid() ) return null;
float time = 0f;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnUpdate( _ =>
{
time += Time.Delta * speed;
float noise = MathF.Sin( time * 1.3f ) * MathF.Sin( time * 2.7f ) * MathF.Sin( time * 0.9f );
float t = (noise + 1f) * 0.5f;
light.Attenuation = MathX.Lerp( minBrightness, maxBrightness, t );
} ) );
}
public static BaseTween TweenFlickerLight( this SpotLight light, float minBrightness, float maxBrightness, float duration, float speed = 10f )
{
if ( !light.IsValid() ) return null;
float time = 0f;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnUpdate( _ =>
{
time += Time.Delta * speed;
float noise = MathF.Sin( time * 1.3f ) * MathF.Sin( time * 2.7f ) * MathF.Sin( time * 0.9f );
float t = (noise + 1f) * 0.5f;
light.Attenuation = MathX.Lerp( minBrightness, maxBrightness, t );
} ) );
}
//FLICKERING Color
public static BaseTween TweenFlickerColor( this PointLight light, Color colorA, Color colorB, float duration, float speed = 10f )
{
if ( !light.IsValid() ) return null;
float time = 0f;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnUpdate( _ =>
{
time += Time.Delta * speed;
float noise = MathF.Sin( time * 1.3f ) * MathF.Sin( time * 2.7f ) * MathF.Sin( time * 0.9f );
float t = (noise + 1f) * 0.5f;
light.LightColor = Color.Lerp( colorA, colorB, t );
} ) );
}
public static BaseTween TweenFlickerColor( this SpotLight light, Color colorA, Color colorB, float duration, float speed = 10f )
{
if ( !light.IsValid() ) return null;
float time = 0f;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnUpdate( _ =>
{
time += Time.Delta * speed;
float noise = MathF.Sin( time * 1.3f ) * MathF.Sin( time * 2.7f ) * MathF.Sin( time * 0.9f );
float t = (noise + 1f) * 0.5f;
light.LightColor = Color.Lerp( colorA, colorB, t );
} ) );
}
}
using Sandbox;
using System;
namespace SbTween;
public static class AudioExtensions
{
public static BaseTween TweenVolume( this SoundPointComponent sound, float targetVolume, float duration )
{
float startVolume = sound.Volume;
var tween = new BaseTween( duration );
tween.Target = sound.GameObject;
return TweenManager.Instance.AddTween( tween
.OnStart( () => startVolume = sound.Volume )
.OnUpdate( p =>
{
if ( !sound.IsValid() ) return;
sound.Volume = MathX.Lerp( startVolume, targetVolume, p );
} )
);
}
public static BaseTween TweenPitch( this SoundPointComponent sound, float targetPitch, float duration )
{
float startPitch = sound.Pitch;
var tween = new BaseTween( duration );
tween.Target = sound.GameObject;
return TweenManager.Instance.AddTween( tween
.OnStart( () => startPitch = sound.Pitch )
.OnUpdate( p =>
{
if ( !sound.IsValid() ) return;
sound.Pitch = MathX.Lerp( startPitch, targetPitch, p );
} )
);
}
}
using Sandbox;
using System;
namespace SbTween;
public static class MathTweenExtensions
{
public static BaseTween TweenInCircle( this GameObject obj, float duration, Vector3 axis, float range, float speed, bool snapping = false )
{
Vector3 centerPos = obj.WorldPosition;
var tween = new BaseTween( duration );
tween.Target = obj;
Vector3 normal = axis.Normal;
Vector3 v1 = Vector3.Cross( normal, MathF.Abs( normal.z ) < 0.9f ? Vector3.Up : Vector3.Forward ).Normal;
Vector3 v2 = Vector3.Cross( normal, v1 ).Normal;
return TweenManager.Instance.AddTween( tween
.OnUpdate( p =>
{
if ( !obj.IsValid() ) return;
float angleDegrees = p * 360f * speed;
float angleRadians = angleDegrees * (MathF.PI / 180f);
float cos = MathF.Cos( angleRadians ) * range;
float sin = MathF.Sin( angleRadians ) * range;
Vector3 rotatedOffset = (v1 * cos) + (v2 * sin);
obj.WorldPosition = centerPos + rotatedOffset;
} )
);
}
public static BaseTween TweenSpiral( this GameObject obj, float duration, Vector3 axis, float speed, float frequency )
{
Vector3 startPos = obj.WorldPosition;
var tween = new BaseTween( duration );
tween.Target = obj;
return TweenManager.Instance.AddTween( tween
.OnStart( () => startPos = obj.WorldPosition )
.OnUpdate( p =>
{
if ( !obj.IsValid() ) return;
float angle = p * MathF.PI * 2f * frequency;
float currentRadius = p * speed;
float x = MathF.Cos( angle ) * currentRadius;
float y = MathF.Sin( angle ) * currentRadius;
Vector3 axisOffset = axis * p;
Vector3 circleOffset = new Vector3( x, y, 0 );
obj.WorldPosition = startPos + axisOffset + circleOffset;
} )
);
}
public static BaseTween TweenPunchFloat( this GameObject obj, float v, float amplitude, float duration, int vibrations = 5, float elasticity = 1f, Action<float> setter = null )
{
var tween = new BaseTween( duration );
tween.Target = obj;
return TweenManager.Instance.AddTween( tween
.OnUpdate( p =>
{
if ( !obj.IsValid() ) return;
if ( p >= 1.0f )
{
setter?.Invoke( v );
return;
}
float decay = MathF.Pow( 1f - p, elasticity * 3f );
float omega = vibrations * MathF.PI * 2f;
float oscillation = MathF.Sin( p * omega );
float currentOffset = amplitude * oscillation * decay;
setter?.Invoke( v + currentOffset );
} )
.OnComplete( () => setter?.Invoke( v ) )
);
}
public static BaseTween TweenShakeFloat( this GameObject obj, float baseline, float strength, float duration, Action<float> setter = null )
{
var tween = new BaseTween( duration );
tween.Target = obj;
return TweenManager.Instance.AddTween( tween
.OnUpdate( p =>
{
if ( !obj.IsValid() ) return;
if ( p >= 1.0f )
{
setter?.Invoke( baseline );
return;
}
float currentStrength = strength * (1.0f - p);
float randomOffset = Game.Random.Float( -currentStrength, currentStrength );
setter?.Invoke( baseline + randomOffset );
} )
.OnComplete( () => setter?.Invoke( baseline ) )
);
}
}
namespace Sandbox.UiPro;
public enum HorizontalAlignment
{
Left,
Center,
Right
}
public enum VerticalAlignment
{
Top,
Center,
Bottom
}
[Title( "Text Node - UI Pro" ), Category( "UI Pro" ), Icon( "text_fields" )]
public class TextNode : NodeComponent
{
[Property, InlineEditor, Group( "Layout Settings" ), Order( -999 )] public override NodeStyle Style { get; set; } = GetDefaultStyle();
[Property, Group("Text Settings")] public HorizontalAlignment HorizontalAlignment { get; set; } = HorizontalAlignment.Center;
[Property, Group( "Text Settings" )] public VerticalAlignment VerticalAlignment { get; set; } = VerticalAlignment.Center;
[Property, InlineEditor, Group( "Text Settings" )] public TextRendering.Scope TextScope { get; set; } = TextRendering.Scope.Default;
private static NodeStyle GetDefaultStyle()
{
return new NodeStyle()
{
Anchor = NodePoint.CenterMiddle,
Pivot = NodePoint.CenterMiddle,
Offset = Vector2.Zero,
Size = new Vector2( 100, 100 ),
ChildPadding = Vector2.Zero,
ClipChildren = false,
StretchHorizontal = false,
StretchVertical = false,
CornerRadius = 0,
BorderWidth = 0,
BorderColor = Color.Black,
Texture = Texture.White,
Tint = Color.White,
UvScale = Vector2.One,
UvOffset = Vector2.Zero
};
}
protected override void UpdateStyle(float scaleFactor)
{
Style.BorderWidth = 0; // for debugging
Style.BorderColor = Color.White;
TextRendering.Scope scope = TextScope;
scope.FontSize *= scaleFactor;
Texture texture = TextRendering.GetOrCreateTexture( scope );
Style.Texture = texture;
Vector2 scale = (Layout.Outer.Size * scaleFactor) / texture.Size;
Style.UvScale = scale;
float alignX = HorizontalAlignment switch
{
HorizontalAlignment.Left => 0f,
HorizontalAlignment.Center => 0.5f,
HorizontalAlignment.Right => 1f,
_ => 0.5f,
};
float alignY = VerticalAlignment switch
{
VerticalAlignment.Top => 0f,
VerticalAlignment.Center => 0.5f,
VerticalAlignment.Bottom => 1f,
_ => 0.5f,
};
float offsetX = alignX * (1f / scale.x - 1f);
float offsetY = alignY * (1f / scale.y - 1f);
Style.UvOffset = new Vector2( offsetX, offsetY );
}
}
using Sandbox.UiPro;
namespace Sandbox;
// Hooks up the Button's OnClick event and responds
// by updating the TextNode
public class ExampleButtonController : Component
{
[Property] public Button MyButton { get; set; }
[Property] public TextNode MyText { get; set; }
[Property, ReadOnly] public int ClickCount { get; set; } = 0;
protected override void OnStart()
{
if ( !MyButton.IsValid() ) return;
MyButton.OnClick = OnButtonClicked;
}
private void OnButtonClicked()
{
ClickCount++;
if ( !MyText.IsValid() ) return;
TextRendering.Scope scope = MyText.TextScope;
scope.Text = $"Clicked {ClickCount} Times";
MyText.TextScope = scope;
}
}
using System;
namespace Sandbox.UiPro;
public enum NodePoint
{
TopLeft, TopMiddle, TopRight,
CenterLeft, CenterMiddle, CenterRight,
BottomLeft, BottomMiddle, BottomRight,
}
public class NodeStyle
{
[Property] public NodePoint Anchor { get; set; }
[Property] public NodePoint Pivot { get; set; }
[Property] public Vector2 Offset { get; set; }
[Property] public Vector2 Size { get; set; }
[Property] public Vector4 ChildPadding { get; set; }
[Property] public bool ClipChildren { get; set; }
[Property] public bool StretchHorizontal { get; set; }
[Property] public bool StretchVertical { get; set; }
[Property, Hide] public float CornerRadius { get; set; }
[Property, Hide] public float BorderWidth { get; set; }
[Property, Hide] public Color BorderColor { get; set; }
[Property, Hide] public Texture Texture { get; set; }
[Property, Hide] public Color Tint { get; set; }
[Property, Hide] public Vector2 UvScale { get; set; }
[Property, Hide] public Vector2 UvOffset { get; set; }
}
public class NodeLayout
{
public Rect Outer { get; private set; }
public Rect Inner { get; private set; }
public Rect ClipRect { get; private set; }
public float ClipRadius { get; private set; }
public Rect ChildClipRect { get; private set; }
public float ChildClipRadius { get; private set; }
public static NodeLayout GetRootLayout( Vector2 size )
{
Rect rootRect = new Rect( Vector2.Zero, size );
NodeLayout layout = new NodeLayout()
{
Outer = rootRect,
Inner = rootRect,
ClipRect = rootRect,
ClipRadius = 0,
ChildClipRect = rootRect,
ChildClipRadius = 0
};
return layout;
}
public void Compute( NodeLayout parentLayout, NodeStyle style )
{
Vector2 anchor = AnchorFraction( style.Anchor );
Vector2 pivot = AnchorFraction( style.Pivot );
float width = style.StretchHorizontal ? parentLayout.Inner.Size.x : style.Size.x;
float height = style.StretchVertical ? parentLayout.Inner.Size.y : style.Size.y;
float x = style.StretchHorizontal
? parentLayout.Inner.Position.x + style.Offset.x
: parentLayout.Inner.Position.x + anchor.x * parentLayout.Inner.Size.x - pivot.x * width + style.Offset.x;
float y = style.StretchVertical
? parentLayout.Inner.Position.y + style.Offset.y
: parentLayout.Inner.Position.y + anchor.y * parentLayout.Inner.Size.y - pivot.y * height + style.Offset.y;
Outer = new Rect( new Vector2( x, y ), new Vector2( width, height ) );
float innerW = Math.Max( 0f, width - style.ChildPadding.x - style.ChildPadding.z );
float innerH = Math.Max( 0f, height - style.ChildPadding.y - style.ChildPadding.w );
Inner = new Rect( new Vector2( x + style.ChildPadding.x, y + style.ChildPadding.y ), new Vector2( innerW, innerH ) );
ClipRect = parentLayout.ChildClipRect;
ClipRadius = parentLayout.ChildClipRadius;
if ( style.ClipChildren )
{
float bw = Math.Max( 0f, style.BorderWidth );
float clipW = Math.Max( 0f, Outer.Size.x - bw * 2f );
float clipH = Math.Max( 0f, Outer.Size.y - bw * 2f );
ChildClipRect = new Rect( new Vector2( Outer.Position.x + bw, Outer.Position.y + bw ), new Vector2( clipW, clipH ) );
ChildClipRadius = Math.Max( 0f, style.CornerRadius - bw );
}
else
{
ChildClipRect = parentLayout.ChildClipRect;
ChildClipRadius = parentLayout.ChildClipRadius;
}
}
private static Vector2 AnchorFraction( NodePoint point )
{
float fx = point switch
{
NodePoint.TopLeft or NodePoint.CenterLeft or NodePoint.BottomLeft => 0f,
NodePoint.TopMiddle or NodePoint.CenterMiddle or NodePoint.BottomMiddle => 0.5f,
_ => 1f,
};
float fy = point switch
{
NodePoint.TopLeft or NodePoint.TopMiddle or NodePoint.TopRight => 0f,
NodePoint.CenterLeft or NodePoint.CenterMiddle or NodePoint.CenterRight => 0.5f,
_ => 1f,
};
return new Vector2( fx, fy );
}
}
global using Sandbox;
global using Editor;
global using System.Collections.Generic;
global using System.Linq;
global using Dreams.UltimateLightManager;
using Sandbox;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Dreams.UltimateLightManager;
[Library( "UltimateLightManager" )]
[Title( "Ultimate Light Manager" )]
[Description( "Advanced light component with presets, runtime controls, grouping, and an integrated S&box editor workflow." )]
[Category( "Light" )]
[Icon( "tungsten" )]
public class UltimateLightManager : Component, Component.ExecuteInEditor
{
public enum LightTypeEnum
{
Point,
Spot
}
public enum LightPreset
{
Custom,
Candle,
Torch,
Neon,
Alarm,
BrokenLamp,
SciFi,
StreetLight
}
public static void SetGroupState( string groupName, bool isEnabled )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetEnabledState( isEnabled );
}
}
public static void SetGroupBrightness( string groupName, float brightness )
{
brightness = Math.Max( brightness, 0f );
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetBrightnessLevel( brightness );
}
}
public static void SetGroupColor( string groupName, Color color )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetLightColorValue( color );
}
}
public static void ApplyPresetToGroup( string groupName, LightPreset preset )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.ApplyPreset( preset );
}
}
public static void TriggerGroupFlash( string groupName, float duration = 0.15f, float brightnessMultiplier = 2f )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.TriggerFlash( duration, brightnessMultiplier );
}
}
public static void TriggerGroupAlarm( string groupName, float duration = 2f )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.TriggerAlarm( duration );
}
}
public static void SetPowerGridState( string powerGridTag, bool isPowered )
{
foreach ( var light in GetLightsInPowerGrid( powerGridTag ) )
{
light.SetPowered( isPowered );
}
}
private static IEnumerable<UltimateLightManager> GetLightsInGroup( string groupName )
{
return EnumerateAllLights().Where( light => string.Equals( light.LightGroup, groupName, StringComparison.OrdinalIgnoreCase ) );
}
private static IEnumerable<UltimateLightManager> GetLightsInPowerGrid( string powerGridTag )
{
return EnumerateAllLights().Where( light => string.Equals( light.PowerGridTag, powerGridTag, StringComparison.OrdinalIgnoreCase ) );
}
private static IEnumerable<UltimateLightManager> EnumerateAllLights()
{
var visitedScenes = new HashSet<Scene>();
var visitedLights = new HashSet<UltimateLightManager>();
foreach ( var scene in EnumerateCandidateScenes() )
{
if ( scene == null || !visitedScenes.Add( scene ) )
{
continue;
}
foreach ( var light in scene.GetAllComponents<UltimateLightManager>() )
{
if ( light != null && visitedLights.Add( light ) )
{
yield return light;
}
}
}
}
private static IEnumerable<Scene> EnumerateCandidateScenes()
{
if ( Game.ActiveScene != null )
{
yield return Game.ActiveScene;
}
foreach ( var scene in Scene.All )
{
if ( scene != null )
{
yield return scene;
}
}
}
[Property, Order( -1 ), Group( "Management" )]
public string LightGroup { get; set; } = "Default";
[Property, Group( "Management" )]
public string PowerGridTag { get; set; } = string.Empty;
[Property, Group( "Management" )]
public float StartDelay { get; set; } = 0.0f;
[Property, Group( "Management" )]
public bool AutoDesync { get; set; } = true;
[Property, Group( "Management" )]
public bool ShowDebugGizmos { get; set; } = false;
[Property, Group( "Management" )]
public bool ForceNetworkObjectMode { get; set; } = true;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public LightTypeEnum TargetLightType { get; set; } = LightTypeEnum.Point;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public bool IsEnabled { get; set; } = true;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public Color LightColor { get; set; } = Color.White;
[Property, Group( "General" ), Range( 0, 100 ), Sync( SyncFlags.FromHost | SyncFlags.Interpolate )]
public float Brightness { get; set; } = 1.0f;
[Property, Group( "General" ), Range( 0, 10 )]
public float VolumetricBoost { get; set; } = 1.0f;
[Property, Group( "General" )]
public bool CastShadows { get; set; } = true;
[Property, Group( "Presets" ), Sync( SyncFlags.FromHost )]
public LightPreset SelectedPreset { get; set; } = LightPreset.Custom;
[Property, Group( "Presets" ), Sync( SyncFlags.FromHost )]
public bool AutoApplyPreset { get; set; } = true;
[Property, Group( "Transitions" )]
public bool EnableFade { get; set; } = false;
[Property, Group( "Transitions" )]
public float FadeInDuration { get; set; } = 0.2f;
[Property, Group( "Transitions" )]
public float FadeOutDuration { get; set; } = 0.2f;
[Property, Group( "Audio" )]
public SoundEvent AmbientSound { get; set; }
[Property, Group( "Audio" )]
public SoundEvent ToggleOnSound { get; set; }
[Property, Group( "Audio" )]
public SoundEvent ToggleOffSound { get; set; }
[Property, Group( "Audio" )]
public bool ModulateVolumeWithLight { get; set; } = true;
[Property, Group( "Audio" )]
public bool ModulatePitchWithLight { get; set; } = false;
[Property, Group( "Audio" ), Range( 0, 5 )]
public float BaseVolume { get; set; } = 1.0f;
[Property, Group( "Audio" ), Range( 0.5f, 2f )]
public float MinPitch { get; set; } = 0.9f;
[Property, Group( "Audio" ), Range( 0.5f, 2f )]
public float MaxPitch { get; set; } = 1.1f;
[Property, Group( "Optimization" )]
public float MaxDistance { get; set; } = 2500.0f;
[Property, Group( "Optimization" )]
public float ShadowMaxDistance { get; set; } = 800.0f;
[Property, Group( "Optimization" )]
public bool EnableCulling { get; set; } = true;
[Property, Group( "Optimization" )]
public bool EnableAdaptiveUpdates { get; set; } = false;
[Property, Group( "Optimization" ), Range( 1, 120 )]
public float NearUpdateRate { get; set; } = 60.0f;
[Property, Group( "Optimization" ), Range( 1, 120 )]
public float FarUpdateRate { get; set; } = 12.0f;
[Property, Group( "Gameplay" )]
public float DefaultAlarmDuration { get; set; } = 2.0f;
[Property, Group( "Gameplay" ), Sync( SyncFlags.FromHost )]
public Color AlarmColor { get; set; } = new Color( 1.0f, 0.15f, 0.1f );
[Property, Group( "Gameplay" )]
public float AlarmStrobeSpeed { get; set; } = 8.0f;
[Property, Group( "Gameplay" )]
public float AlarmBrightnessMultiplier { get; set; } = 1.5f;
[Property, FeatureEnabled( "Fire & Candle" )]
public bool EnableFire { get; set; } = false;
[Property, Feature( "Fire & Candle" )]
public float FireSpeed { get; set; } = 12.0f;
[Property, Feature( "Fire & Candle" ), Range( 0, 1 )]
public float FireIntensity { get; set; } = 0.3f;
[Property, Feature( "Fire & Candle" ), Range( 0, 2 )]
public float FireChaos { get; set; } = 1.0f;
[Property, FeatureEnabled( "Horror Mode" )]
public bool EnableHorror { get; set; } = false;
[Property, Feature( "Horror Mode" )]
public float MinFlickerDelay { get; set; } = 0.05f;
[Property, Feature( "Horror Mode" )]
public float MaxFlickerDelay { get; set; } = 0.4f;
[Property, Feature( "Horror Mode" ), Range( 0, 1 )]
public float DamageSeverity { get; set; } = 0.8f;
[Property, Feature( "Horror Mode" )]
public SoundEvent SparkSound { get; set; }
[Property, FeatureEnabled( "Disco Mode" )]
public bool EnableDisco { get; set; } = false;
[Property, Feature( "Disco Mode" )]
public float DiscoSpeed { get; set; } = 20.0f;
[Property, Feature( "Disco Mode" ), Range( 0, 1 )]
public float DiscoSaturation { get; set; } = 1.0f;
[Property, Feature( "Disco Mode" ), Range( 0, 1 )]
public float DiscoValue { get; set; } = 1.0f;
[Property, FeatureEnabled( "Color Transition" )]
public bool EnableColorTransition { get; set; } = false;
[Property, Feature( "Color Transition" ), Sync( SyncFlags.FromHost )]
public Color SecondaryColor { get; set; } = new Color( 0.2f, 0.85f, 1.0f );
[Property, Feature( "Color Transition" )]
public float ColorTransitionSpeed { get; set; } = 1.0f;
[Property, FeatureEnabled( "Proximity Sensor" )]
public bool EnableSensor { get; set; } = false;
[Property, Feature( "Proximity Sensor" )]
public float SensorRange { get; set; } = 300.0f;
[Property, Feature( "Proximity Sensor" ), Range( 0, 1 )]
public float SensorMinBrightness { get; set; } = 0.0f;
[Property, Feature( "Proximity Sensor" ), Range( 0, 1 )]
public float SensorMaxBrightness { get; set; } = 1.0f;
[Property, Feature( "Proximity Sensor" ), Range( 1, 20 )]
public float SensorSmoothness { get; set; } = 5.0f;
[Property, Feature( "Proximity Sensor" )]
public bool InvertSensor { get; set; } = false;
[Property, FeatureEnabled( "Motion Sway" )]
public bool EnableSway { get; set; } = false;
[Property, Feature( "Motion Sway" )]
public float SwaySpeedPitch { get; set; } = 1.0f;
[Property, Feature( "Motion Sway" )]
public float SwayAmountPitch { get; set; } = 5.0f;
[Property, Feature( "Motion Sway" )]
public float SwaySpeedRoll { get; set; } = 0.7f;
[Property, Feature( "Motion Sway" )]
public float SwayAmountRoll { get; set; } = 3.0f;
[Property, FeatureEnabled( "Flicker Pattern" )]
public bool EnablePattern { get; set; } = false;
[Property, Feature( "Flicker Pattern" )]
public string Pattern { get; set; } = "mmnmmommommnonmmonqnmmo";
[Property, Feature( "Flicker Pattern" )]
public float PatternSpeed { get; set; } = 10.0f;
[Property, FeatureEnabled( "Pulse" )]
public bool EnablePulse { get; set; } = false;
[Property, Feature( "Pulse" )]
public float PulseSpeed { get; set; } = 1.0f;
[Property, Feature( "Pulse" ), Range( 0, 1 )]
public float PulseMin { get; set; } = 0.2f;
[Property, FeatureEnabled( "Strobe" )]
public bool EnableStrobe { get; set; } = false;
[Property, Feature( "Strobe" )]
public float StrobeSpeed { get; set; } = 10.0f;
[Property, Feature( "Strobe" ), Range( 0.1f, 0.9f )]
public float StrobeDutyCycle { get; set; } = 0.5f;
[Property, FeatureEnabled( "Kelvin" )]
public bool EnableKelvin { get; set; } = false;
[Property, Feature( "Kelvin" ), Range( 1000, 12000 )]
public int KelvinTemperature { get; set; } = 4500;
[Property, FeatureEnabled( "Power Surge" )]
public bool EnablePowerSurge { get; set; } = false;
[Property, Feature( "Power Surge" )]
public float SurgeMinInterval { get; set; } = 4.0f;
[Property, Feature( "Power Surge" )]
public float SurgeMaxInterval { get; set; } = 10.0f;
[Property, Feature( "Power Surge" )]
public float SurgeDuration { get; set; } = 0.15f;
[Property, Feature( "Power Surge" )]
public float SurgeBrightnessMultiplier { get; set; } = 1.8f;
public bool Powered => PoweredState;
public float ExternalBrightnessMultiplier => ExternalBrightnessMultiplierState;
public bool HasColorOverride => HasExternalColorOverrideState;
public bool AlarmActive => AlarmEndTimeState > RealTime.Now;
private PointLight _pointLight;
private SpotLight _spotLight;
private Light ActiveLight => TargetLightType == LightTypeEnum.Point ? (Light)_pointLight : _spotLight;
private int _lastKelvin = -1;
private Color _cachedKelvinColor = Color.White;
private Rotation _baseRotation;
private bool _isInitialized;
private bool _hasAppliedPreset;
private LightPreset _lastAppliedPreset = LightPreset.Custom;
private LightPreset _lastObservedPreset = LightPreset.Custom;
private bool _lastObservedAutoApplyPreset = true;
private LightTypeEnum _lastSyncedLightType = LightTypeEnum.Point;
private float _brokenMultiplier = 1.0f;
private float _nextFlicker;
private float _sensorWeightTarget = 1.0f;
private float _sensorWeightCurrent = 1.0f;
private float _randomTimeOffset;
private float _creationTime;
private float _lastUpdateTimestamp;
private float _enabledBlend = 1.0f;
private float _nextAdaptiveUpdateTime;
private float _nextViewerCameraRefreshTime;
private float _nextSurgeTime;
private float _surgeEndTime;
private bool _hasOutputState;
private bool _lastOutputEnabled;
private CameraComponent _cachedViewerCamera;
private SoundHandle _ambientSoundHandle;
[Sync( SyncFlags.FromHost )]
private bool PoweredState { get; set; } = true;
[Sync( SyncFlags.FromHost | SyncFlags.Interpolate )]
private float ExternalBrightnessMultiplierState { get; set; } = 1.0f;
[Sync( SyncFlags.FromHost )]
private bool HasExternalColorOverrideState { get; set; }
[Sync( SyncFlags.FromHost )]
private Color ExternalColorOverrideState { get; set; } = Color.White;
[Sync( SyncFlags.FromHost )]
private float FlashEndTimeState { get; set; }
[Sync( SyncFlags.FromHost )]
private float FlashBrightnessMultiplierState { get; set; } = 1.0f;
[Sync( SyncFlags.FromHost )]
private float AlarmEndTimeState { get; set; }
protected override void OnAwake()
{
EnsureNetworkMode();
}
protected override void OnStart()
{
EnsureNetworkMode();
_baseRotation = LocalRotation;
_creationTime = RealTime.Now;
_lastUpdateTimestamp = _creationTime;
_enabledBlend = IsEnabled ? 1.0f : 0.0f;
if ( AutoDesync )
{
_randomTimeOffset = Game.Random.Float( 0f, 100f );
}
SyncComponentsIfNeeded( force: true );
if ( AutoApplyPreset )
{
ApplyPresetInternal( SelectedPreset );
}
ScheduleNextSurge( _creationTime );
_lastObservedPreset = SelectedPreset;
_lastObservedAutoApplyPreset = AutoApplyPreset;
_isInitialized = true;
}
protected override void OnUpdate()
{
if ( !_isInitialized )
{
return;
}
SyncComponentsIfNeeded();
SyncPresetSelectionIfNeeded();
var light = ActiveLight;
if ( light == null )
{
return;
}
bool isPlaying = Game.IsPlaying;
float absoluteTime = RealTime.Now;
float effectTime = (isPlaying ? Time.Now : absoluteTime) + _randomTimeOffset;
float deltaTime = GetFrameDelta( absoluteTime );
if ( isPlaying && StartDelay > 0f && (absoluteTime - _creationTime) < StartDelay )
{
DisableOutput( light );
return;
}
var viewerCam = GetViewerCamera( absoluteTime );
float distSq = viewerCam != null ? WorldPosition.DistanceSquared( viewerCam.WorldPosition ) : 0f;
if ( ShouldSkipAdaptiveUpdate( isPlaying, viewerCam, distSq, absoluteTime ) )
{
UpdateAmbientSoundPosition();
return;
}
UpdateSensorWeight( viewerCam, distSq, deltaTime );
UpdateEnabledBlend( deltaTime );
UpdateSway( effectTime );
if ( isPlaying && EnableCulling && viewerCam != null && distSq > MaxDistance * MaxDistance )
{
DisableOutput( light );
return;
}
float fx = 1.0f;
fx *= EvaluatePulseAndStrobe( effectTime );
fx *= EvaluatePattern( effectTime );
fx *= EvaluateFire( effectTime );
fx *= EvaluateHorror( effectTime, isPlaying );
fx *= EvaluatePowerSurge( absoluteTime );
fx *= EvaluateAlarm( effectTime, absoluteTime );
if ( absoluteTime < FlashEndTimeState )
{
fx *= FlashBrightnessMultiplierState;
}
float finalBrightness = Brightness * fx * _sensorWeightCurrent * _enabledBlend * ExternalBrightnessMultiplierState;
finalBrightness = Math.Max( finalBrightness, 0f );
bool shouldBeEnabled = finalBrightness > 0.001f;
light.Enabled = shouldBeEnabled;
Color resolvedColor = ResolveLightColor( effectTime, absoluteTime );
light.LightColor = resolvedColor * finalBrightness;
light.Shadows = CastShadows && ( !isPlaying || distSq < ShadowMaxDistance * ShadowMaxDistance );
light.FogStrength = VolumetricBoost;
UpdateOutputState( shouldBeEnabled, true );
ManageAudio( shouldBeEnabled, finalBrightness / Math.Max( Brightness, 0.01f ) );
}
public void TurnOn()
{
SetEnabledState( true );
}
[Button]
public void ApplySelectedPreset()
{
ApplyPreset( SelectedPreset );
}
public void TurnOff()
{
SetEnabledState( false );
}
public void Toggle()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
IsEnabled = !IsEnabled;
}
public void SetPowered( bool powered )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
PoweredState = powered;
}
public void SetExternalBrightness( float multiplier )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ExternalBrightnessMultiplierState = Math.Max( multiplier, 0f );
}
public void ResetExternalBrightness()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ExternalBrightnessMultiplierState = 1.0f;
}
public void SetColorOverride( Color color )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
HasExternalColorOverrideState = true;
ExternalColorOverrideState = color;
}
public void ClearColorOverride()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
HasExternalColorOverrideState = false;
ExternalColorOverrideState = Color.White;
}
public void TriggerFlash( float duration = 0.15f, float brightnessMultiplier = 2f )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
FlashEndTimeState = RealTime.Now + Math.Max( duration, 0.01f );
FlashBrightnessMultiplierState = Math.Max( brightnessMultiplier, 1.0f );
}
public void TriggerAlarm( float duration = -1f )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
if ( duration <= 0f )
{
duration = DefaultAlarmDuration;
}
AlarmEndTimeState = Math.Max( AlarmEndTimeState, RealTime.Now + duration );
}
public void ClearAlarm()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
AlarmEndTimeState = 0f;
}
[Button]
public void PreviewFlash()
{
TriggerFlash();
}
[Button]
public void PreviewAlarm()
{
TriggerAlarm();
}
[Button]
public void ResetRuntimeOverrides()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ClearAlarm();
ClearColorOverride();
ResetExternalBrightness();
SetPowered( true );
}
public void ApplyPreset( LightPreset preset )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ApplyPresetInternal( preset );
}
public void SetEnabledState( bool isEnabled )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
IsEnabled = isEnabled;
}
public void SetBrightnessLevel( float brightness )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
Brightness = Math.Max( brightness, 0f );
}
public void SetLightColorValue( Color color )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
LightColor = color;
}
private void ApplyPresetInternal( LightPreset preset )
{
SelectedPreset = preset;
ResetPresetControlledFeatures();
switch ( preset )
{
case LightPreset.Candle:
Brightness = 0.75f;
LightColor = new Color( 1.0f, 0.76f, 0.5f );
SecondaryColor = new Color( 1.0f, 0.66f, 0.35f );
EnableKelvin = true;
KelvinTemperature = 1800;
EnableFire = true;
FireSpeed = 10.0f;
FireIntensity = 0.18f;
FireChaos = 0.6f;
VolumetricBoost = 0.6f;
break;
case LightPreset.Torch:
Brightness = 1.35f;
LightColor = new Color( 1.0f, 0.72f, 0.38f );
SecondaryColor = new Color( 1.0f, 0.45f, 0.2f );
EnableKelvin = true;
KelvinTemperature = 2200;
EnableFire = true;
FireSpeed = 13.0f;
FireIntensity = 0.28f;
FireChaos = 1.0f;
VolumetricBoost = 1.4f;
break;
case LightPreset.Neon:
Brightness = 1.15f;
LightColor = new Color( 0.2f, 0.95f, 1.0f );
SecondaryColor = new Color( 1.0f, 0.2f, 0.85f );
EnableColorTransition = true;
ColorTransitionSpeed = 0.65f;
EnablePulse = true;
PulseSpeed = 1.2f;
PulseMin = 0.75f;
CastShadows = false;
VolumetricBoost = 0.25f;
break;
case LightPreset.Alarm:
Brightness = 2.0f;
LightColor = new Color( 1.0f, 0.18f, 0.12f );
AlarmColor = LightColor;
EnableStrobe = true;
StrobeSpeed = 7.0f;
StrobeDutyCycle = 0.45f;
CastShadows = false;
VolumetricBoost = 1.1f;
break;
case LightPreset.BrokenLamp:
Brightness = 1.0f;
LightColor = new Color( 1.0f, 0.93f, 0.82f );
EnableHorror = true;
MinFlickerDelay = 0.04f;
MaxFlickerDelay = 0.25f;
DamageSeverity = 0.85f;
EnableKelvin = true;
KelvinTemperature = 3400;
break;
case LightPreset.SciFi:
Brightness = 1.6f;
LightColor = new Color( 0.35f, 0.78f, 1.0f );
SecondaryColor = new Color( 0.1f, 1.0f, 0.8f );
EnableColorTransition = true;
ColorTransitionSpeed = 1.15f;
EnablePulse = true;
PulseSpeed = 0.85f;
PulseMin = 0.55f;
VolumetricBoost = 2.0f;
break;
case LightPreset.StreetLight:
Brightness = 1.4f;
LightColor = new Color( 1.0f, 0.84f, 0.68f );
EnableKelvin = true;
KelvinTemperature = 3500;
MaxDistance = 4500.0f;
ShadowMaxDistance = 1200.0f;
VolumetricBoost = 0.55f;
break;
case LightPreset.Custom:
default:
break;
}
_lastAppliedPreset = preset;
_hasAppliedPreset = true;
}
private void ResetPresetControlledFeatures()
{
EnableFire = false;
EnableHorror = false;
EnableDisco = false;
EnableColorTransition = false;
EnablePulse = false;
EnableStrobe = false;
EnableKelvin = false;
}
private void SyncPresetSelectionIfNeeded()
{
bool autoApplyChanged = AutoApplyPreset != _lastObservedAutoApplyPreset;
bool presetChanged = SelectedPreset != _lastObservedPreset;
_lastObservedAutoApplyPreset = AutoApplyPreset;
_lastObservedPreset = SelectedPreset;
if ( !AutoApplyPreset )
{
return;
}
if ( autoApplyChanged || presetChanged || !_hasAppliedPreset || SelectedPreset != _lastAppliedPreset )
{
ApplyPresetInternal( SelectedPreset );
}
}
private void SyncComponentsIfNeeded( bool force = false )
{
bool missingActiveLight = TargetLightType == LightTypeEnum.Point ? _pointLight == null : _spotLight == null;
if ( !force && !missingActiveLight && TargetLightType == _lastSyncedLightType )
{
return;
}
Component createdComponent = null;
if ( TargetLightType == LightTypeEnum.Point )
{
if ( _pointLight == null )
{
_pointLight = Components.GetOrCreate<PointLight>();
createdComponent = _pointLight;
}
if ( _spotLight != null && _spotLight.Enabled )
{
_spotLight.Enabled = false;
}
}
else
{
if ( _spotLight == null )
{
_spotLight = Components.GetOrCreate<SpotLight>();
createdComponent = _spotLight;
}
if ( _pointLight != null && _pointLight.Enabled )
{
_pointLight.Enabled = false;
}
}
_lastSyncedLightType = TargetLightType;
if ( createdComponent != null && Game.IsPlaying && GameObject.NetworkMode == NetworkMode.Object )
{
GameObject.Network.Refresh( createdComponent );
}
}
private CameraComponent GetViewerCamera( float absoluteTime )
{
var sceneCamera = Scene.Camera;
if ( sceneCamera != null )
{
_cachedViewerCamera = sceneCamera;
_nextViewerCameraRefreshTime = absoluteTime + 0.25f;
return sceneCamera;
}
if ( _cachedViewerCamera != null && absoluteTime < _nextViewerCameraRefreshTime )
{
return _cachedViewerCamera;
}
_nextViewerCameraRefreshTime = absoluteTime + 0.25f;
_cachedViewerCamera = Scene.GetAllComponents<CameraComponent>().FirstOrDefault( camera => camera != null && camera.Enabled );
return _cachedViewerCamera;
}
private void EnsureNetworkMode()
{
if ( !ForceNetworkObjectMode || !Game.IsPlaying || GameObject.NetworkMode == NetworkMode.Object )
{
return;
}
GameObject.NetworkMode = NetworkMode.Object;
}
private bool ShouldIgnoreNetworkMutation()
{
return Game.IsPlaying && IsProxy;
}
private float GetFrameDelta( float absoluteTime )
{
float delta = Math.Clamp( absoluteTime - _lastUpdateTimestamp, 0.0001f, 0.25f );
_lastUpdateTimestamp = absoluteTime;
return delta;
}
private bool ShouldSkipAdaptiveUpdate( bool isPlaying, CameraComponent viewerCam, float distSq, float absoluteTime )
{
if ( !EnableAdaptiveUpdates || !isPlaying || viewerCam == null )
{
return false;
}
if ( absoluteTime < _nextAdaptiveUpdateTime )
{
return true;
}
float maxDistanceSq = Math.Max( MaxDistance * MaxDistance, 1f );
float distRatio = Math.Clamp( distSq / maxDistanceSq, 0f, 1f );
float nearInterval = 1f / Math.Max( NearUpdateRate, 1f );
float farInterval = 1f / Math.Max( FarUpdateRate, 1f );
_nextAdaptiveUpdateTime = absoluteTime + MathX.Lerp( nearInterval, farInterval, distRatio );
return false;
}
private void UpdateSensorWeight( CameraComponent viewerCam, float distSq, float deltaTime )
{
if ( EnableSensor && viewerCam != null && SensorRange > 0.01f )
{
float distRatio = Math.Clamp( 1.0f - (MathF.Sqrt( distSq ) / SensorRange), 0f, 1f );
float rawWeight = InvertSensor ? 1.0f - distRatio : distRatio;
_sensorWeightTarget = MathX.Lerp( SensorMinBrightness, SensorMaxBrightness, rawWeight );
}
else
{
_sensorWeightTarget = 1.0f;
}
_sensorWeightCurrent = MathX.Lerp( _sensorWeightCurrent, _sensorWeightTarget, Math.Clamp( deltaTime * SensorSmoothness, 0f, 1f ) );
}
private void UpdateEnabledBlend( float deltaTime )
{
float target = IsEnabled && PoweredState ? 1.0f : 0.0f;
if ( !EnableFade )
{
_enabledBlend = target;
return;
}
float duration = target > _enabledBlend ? Math.Max( FadeInDuration, 0.0001f ) : Math.Max( FadeOutDuration, 0.0001f );
float lerp = Math.Clamp( deltaTime / duration, 0f, 1f );
_enabledBlend = MathX.Lerp( _enabledBlend, target, lerp );
if ( Math.Abs( _enabledBlend - target ) < 0.001f )
{
_enabledBlend = target;
}
}
private void UpdateSway( float effectTime )
{
if ( EnableSway )
{
float pitch = MathF.Sin( effectTime * SwaySpeedPitch ) * SwayAmountPitch;
float roll = MathF.Cos( effectTime * SwaySpeedRoll ) * SwayAmountRoll;
LocalRotation = _baseRotation * Rotation.From( pitch, 0f, roll );
return;
}
LocalRotation = _baseRotation;
}
private float EvaluatePulseAndStrobe( float effectTime )
{
if ( EnableStrobe )
{
float cycle = (effectTime * StrobeSpeed) % 1.0f;
return cycle < StrobeDutyCycle ? 1.0f : 0.0f;
}
if ( EnablePulse )
{
float sine = (MathF.Sin( effectTime * PulseSpeed * 2.0f ) + 1.0f) * 0.5f;
return MathX.Lerp( PulseMin, 1.0f, sine );
}
return 1.0f;
}
private float EvaluatePattern( float effectTime )
{
if ( !EnablePattern || string.IsNullOrWhiteSpace( Pattern ) )
{
return 1.0f;
}
int index = (int)(effectTime * PatternSpeed) % Pattern.Length;
float value = Math.Max( 0, (char.ToLower( Pattern[index] ) - 'a') / 12.0f );
return value;
}
private float EvaluateFire( float effectTime )
{
if ( !EnableFire )
{
return 1.0f;
}
float noise = MathF.Sin( effectTime * FireSpeed ) + MathF.Sin( effectTime * FireSpeed * 0.5f );
if ( FireChaos > 0f )
{
noise += MathF.Sin( effectTime * FireSpeed * 1.5f ) * FireChaos;
}
return 1.0f - (noise * 0.15f * FireIntensity);
}
private float EvaluateHorror( float effectTime, bool isPlaying )
{
if ( !EnableHorror )
{
return 1.0f;
}
if ( effectTime > _nextFlicker )
{
bool isDamaged = Game.Random.Float( 0f, 1f ) < DamageSeverity;
_brokenMultiplier = isDamaged ? Game.Random.Float( 0.0f, 0.4f ) : 1.0f;
_nextFlicker = effectTime + Game.Random.Float( MinFlickerDelay, MaxFlickerDelay );
if ( isPlaying && isDamaged && SparkSound != null && _brokenMultiplier < 0.2f )
{
Sound.Play( SparkSound, WorldPosition );
}
}
return _brokenMultiplier;
}
private float EvaluatePowerSurge( float absoluteTime )
{
if ( !EnablePowerSurge )
{
return 1.0f;
}
if ( _nextSurgeTime <= 0f )
{
ScheduleNextSurge( absoluteTime );
}
if ( absoluteTime >= _nextSurgeTime )
{
_surgeEndTime = absoluteTime + Math.Max( SurgeDuration, 0.01f );
ScheduleNextSurge( _surgeEndTime );
}
return absoluteTime < _surgeEndTime ? Math.Max( SurgeBrightnessMultiplier, 1.0f ) : 1.0f;
}
private float EvaluateAlarm( float effectTime, float absoluteTime )
{
if ( absoluteTime >= AlarmEndTimeState )
{
return 1.0f;
}
float cycle = (effectTime * AlarmStrobeSpeed) % 1.0f;
float gate = cycle < 0.5f ? 1.0f : 0.15f;
return gate * Math.Max( AlarmBrightnessMultiplier, 0f );
}
private void ScheduleNextSurge( float absoluteTime )
{
float minInterval = Math.Min( SurgeMinInterval, SurgeMaxInterval );
float maxInterval = Math.Max( SurgeMinInterval, SurgeMaxInterval );
_nextSurgeTime = absoluteTime + Game.Random.Float( Math.Max( minInterval, 0.01f ), Math.Max( maxInterval, 0.01f ) );
}
private Color ResolveLightColor( float effectTime, float absoluteTime )
{
Color color = LightColor;
if ( EnableKelvin )
{
if ( KelvinTemperature != _lastKelvin )
{
_cachedKelvinColor = KelvinToColor( KelvinTemperature );
_lastKelvin = KelvinTemperature;
}
color = _cachedKelvinColor;
}
if ( EnableColorTransition )
{
float lerp = (MathF.Sin( effectTime * ColorTransitionSpeed ) + 1.0f) * 0.5f;
color = Color.Lerp( color, SecondaryColor, lerp, true );
}
if ( EnableDisco )
{
color = new ColorHsv( (effectTime * DiscoSpeed) % 360f, DiscoSaturation, DiscoValue ).ToColor();
}
if ( absoluteTime < AlarmEndTimeState )
{
color = Color.Lerp( color, AlarmColor, 0.85f, true );
}
if ( HasExternalColorOverrideState )
{
color = ExternalColorOverrideState;
}
return color;
}
private void UpdateOutputState( bool shouldBeEnabled, bool playOneShot )
{
if ( !_hasOutputState )
{
_hasOutputState = true;
_lastOutputEnabled = shouldBeEnabled;
return;
}
if ( _lastOutputEnabled == shouldBeEnabled )
{
return;
}
if ( playOneShot && Game.IsPlaying )
{
if ( shouldBeEnabled && ToggleOnSound != null )
{
Sound.Play( ToggleOnSound, WorldPosition );
}
else if ( !shouldBeEnabled && ToggleOffSound != null )
{
Sound.Play( ToggleOffSound, WorldPosition );
}
}
_lastOutputEnabled = shouldBeEnabled;
}
private void DisableOutput( Light light )
{
light.Enabled = false;
UpdateOutputState( false, false );
ManageAudio( false, 0f );
}
private void UpdateAmbientSoundPosition()
{
if ( _ambientSoundHandle != null && !_ambientSoundHandle.IsStopped )
{
_ambientSoundHandle.Position = WorldPosition;
}
}
private void ManageAudio( bool isLightEnabled, float intensityRatio )
{
if ( !Game.IsPlaying || AmbientSound == null )
{
return;
}
if ( isLightEnabled )
{
if ( _ambientSoundHandle == null || _ambientSoundHandle.IsStopped )
{
_ambientSoundHandle = Sound.Play( AmbientSound, WorldPosition );
}
if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Position = WorldPosition;
_ambientSoundHandle.Volume = BaseVolume * (ModulateVolumeWithLight ? intensityRatio : 1.0f);
_ambientSoundHandle.Pitch = ModulatePitchWithLight ? MathX.Lerp( MinPitch, MaxPitch, intensityRatio ) : 1.0f;
}
}
else if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Stop();
_ambientSoundHandle = null;
}
}
private Color KelvinToColor( int kelvin )
{
float temperature = kelvin / 100.0f;
float red;
float green;
float blue;
if ( temperature <= 66f )
{
red = 255f;
green = Math.Clamp( 99.47f * MathF.Log( temperature ) - 161.11f, 0f, 255f );
}
else
{
red = Math.Clamp( 329.698f * MathF.Pow( temperature - 60f, -0.133f ), 0f, 255f );
green = Math.Clamp( 288.12f * MathF.Pow( temperature - 60f, -0.075f ), 0f, 255f );
}
if ( temperature >= 66f )
{
blue = 255f;
}
else if ( temperature <= 19f )
{
blue = 0f;
}
else
{
blue = Math.Clamp( 138.51f * MathF.Log( temperature - 10f ) - 305.04f, 0f, 255f );
}
return new Color( red / 255f, green / 255f, blue / 255f );
}
protected override void DrawGizmos()
{
if ( !ShowDebugGizmos )
{
return;
}
Gizmo.Draw.Text( $"Group: {LightGroup}", new Transform( Vector3.Up * 20f ), size: 12 );
if ( !string.IsNullOrWhiteSpace( PowerGridTag ) )
{
Gizmo.Draw.Text( $"Grid: {PowerGridTag}", new Transform( Vector3.Up * 34f ), size: 12 );
}
if ( EnableSensor )
{
Gizmo.Draw.Color = Color.Cyan.WithAlpha( 0.2f );
Gizmo.Draw.SolidSphere( Vector3.Zero, SensorRange );
Gizmo.Draw.Color = Color.Cyan;
Gizmo.Draw.LineSphere( Vector3.Zero, SensorRange );
}
if ( EnableCulling )
{
Gizmo.Draw.Color = Color.Red.WithAlpha( 0.05f );
Gizmo.Draw.LineSphere( Vector3.Zero, MaxDistance );
Gizmo.Draw.Text( $"Cull: {MaxDistance}", new Transform( Vector3.Up * (MaxDistance * 0.9f) ), size: 14 );
}
}
protected override void OnDestroy()
{
if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Stop();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Editor;
using Sandbox;
namespace Sandbox.AssetBrowserAddon;
/// <summary>
/// Dialog that captures the settings for a new custom Asset Browser location.
/// </summary>
public sealed class LocationEditor : Dialog
{
private readonly Action<CustomLocationDefinition> _onConfirm;
private readonly CustomLocationDefinition _initialDefinition;
private readonly LineEdit _nameInput;
private readonly LineEdit _iconInput;
private readonly LineEdit _includeInput;
private readonly LineEdit _excludeInput;
private readonly AssetTypeSelector _assetTypeSelector;
private readonly ToggleSwitch _projectOnlyToggle;
public LocationEditor(Action<CustomLocationDefinition> onConfirm, CustomLocationDefinition initialDefinition = null)
{
_onConfirm = onConfirm;
_initialDefinition = initialDefinition;
Window.Title = initialDefinition is null ? "Add Bookmark" : "Edit Bookmark";
Window.Size = new Vector2(500, 750);
Layout = Layout.Column();
Layout.Margin = 16f;
Layout.Spacing = 12f;
_nameInput = AddTextRow("Title", "My Bookmark");
_iconInput = AddIconRow("Icon", "bookmark");
Layout.Add( new Label( this ) { Text = "Asset Types" } );
_assetTypeSelector = Layout.Add( new AssetTypeSelector( this, StyleInput ) );
_projectOnlyToggle = Layout.Add( new ToggleSwitch( "Only include assets from this project", this ) );
_projectOnlyToggle.MinimumHeight = Theme.RowHeight;
_projectOnlyToggle.Value = true;
_includeInput = AddTextArea("Include Folders", "Separate folders with ;");
_excludeInput = AddTextArea("Exclude Folders", "Separate folders with ;");
if ( _initialDefinition is not null )
{
_nameInput.Text = _initialDefinition.Name;
_iconInput.Text = _initialDefinition.Icon;
_assetTypeSelector.SetSelected( _initialDefinition.AssetTypes );
_includeInput.Text = string.Join( ';', _initialDefinition.IncludeFolders ?? new List<string>() );
_excludeInput.Text = string.Join( ';', _initialDefinition.ExcludeFolders ?? new List<string>() );
_projectOnlyToggle.Value = _initialDefinition.ProjectAssetsOnly;
}
var buttonRow = Layout.AddRow();
buttonRow.Spacing = 8f;
buttonRow.AddStretchCell();
buttonRow.Add( new Button( "Cancel", this ) { Clicked = Close } );
var buttonLabel = _initialDefinition is null ? "Add Bookmark" : "Save Bookmark";
var buttonIcon = _initialDefinition is null ? "add" : "save";
buttonRow.Add( new Button.Primary( buttonLabel, buttonIcon, this ) { Clicked = Submit } );
}
private LineEdit AddTextRow(string label, string placeholder)
{
var row = Layout.AddRow();
row.Spacing = 8f;
row.Add( new Label( this ) { Text = label, FixedWidth = 130 } );
var input = row.Add( new LineEdit( this ) );
input.PlaceholderText = placeholder;
StyleInput( input );
return input;
}
private LineEdit AddIconRow(string label, string placeholder)
{
var row = Layout.AddRow();
row.Spacing = 8f;
row.Add( new Label( this ) { Text = label, FixedWidth = 130 } );
var input = row.Add( new LineEdit( this ) );
input.PlaceholderText = placeholder;
StyleInput( input );
var button = row.Add( new IconButton( "search", () => ShowIconPicker( input ), this ) );
button.ToolTip = "Browse material icons";
button.MinimumWidth = Theme.RowHeight;
return input;
}
private LineEdit AddTextArea(string label, string placeholder)
{
var column = Layout.Add( Layout.Column() );
column.Spacing = 4f;
column.Add( new Label( this ) { Text = label } );
var input = column.Add( new LineEdit( this ) );
input.PlaceholderText = placeholder;
StyleInput( input );
return input;
}
private void Submit()
{
var name = _nameInput.Text?.Trim();
if ( string.IsNullOrWhiteSpace( name ) )
{
EditorUtility.DisplayDialog( "Missing Title", "Please enter a title for the bookmark." );
return;
}
var icon = string.IsNullOrWhiteSpace( _iconInput.Text ) ? "extension" : _iconInput.Text.Trim();
var definition = _initialDefinition is null
? new CustomLocationDefinition()
: new CustomLocationDefinition { Id = _initialDefinition.Id };
definition.Name = name;
definition.Icon = icon;
definition.AssetTypes = _assetTypeSelector.SelectedTags.Select( NormalizeExtension ).Where( x => !string.IsNullOrWhiteSpace( x ) ).ToList();
definition.IncludeFolders = SplitToList( _includeInput.Text );
definition.ExcludeFolders = SplitToList( _excludeInput.Text );
definition.ProjectAssetsOnly = _projectOnlyToggle.Value;
_onConfirm?.Invoke( definition );
Close();
}
private void ShowIconPicker( LineEdit target )
{
var pickerType = AppDomain.CurrentDomain.GetAssemblies()
.Select( asm => asm.GetType( "Editor.IconPickerWidget", false ) )
.FirstOrDefault( t => t is not null );
var openPopup = pickerType?.GetMethod( "OpenPopup", BindingFlags.Public | BindingFlags.Static );
if ( openPopup is null )
{
EditorUtility.DisplayDialog( "Icon Picker", "Unable to locate the icon picker widget." );
return;
}
openPopup.Invoke( null, new object[]
{
this,
target.Text ?? string.Empty,
(Action<string>)(value => target.Text = value)
} );
}
private static List<string> SplitToList(string raw)
{
if ( string.IsNullOrWhiteSpace( raw ) )
return new List<string>();
return raw
.Split( new[] { ';', ',', '\n', '\r' }, StringSplitOptions.RemoveEmptyEntries )
.Select( part => part.Trim() )
.Where( part => part.Length > 0 )
.ToList();
}
private static string NormalizeExtension( string value )
{
if ( string.IsNullOrWhiteSpace( value ) )
return string.Empty;
return value.Trim().TrimStart( '.' ).ToLowerInvariant();
}
private static void StyleInput( LineEdit input )
{
var background = Theme.ControlBackground.Darken( 0.25f ).Hex;
var border = Theme.Border.Hex;
input.SetStyles( $"background-color: {background}; border-color: {border};" );
}
}
global using Sandbox;
global using Editor;
global using System.Collections.Generic;
global using System.Linq;
using System;
using Sandbox;
using Sandbox.ui;
public sealed class SceneGrassComponent : Component
{
public static bool EditorPainterActive { get; set; }
public GrassRenderObject Renderer { get; private set; }
[Property] public GrassDensityMapResource DensityMapResource { get; set; }
[Property] public float ChunkSize { get; set; } = 256.0f;
[Property] public int ChunkResolution { get; set; } = 64;
[Property] public int RenderRadius { get; set; } = 6;
[Property] public float StreamingRadius { get; set; } = 1536.0f;
[Property] public float LodCutoff { get; set; } = 2048.0f;
[Property] public float DistanceCutoff { get; set; } = 4096.0f;
[Property] public float LodTransitionRange { get; set; } = 200.0f;
[Property] public float DistanceTransitionRange { get; set; } = 200.0f;
[Property] public float DisplacementStrength { get; set; } = 200.0f;
[Property] public float TerrainProbeTop { get; set; } = 4096.0f;
[Property] public float TerrainProbeBottom { get; set; } = -4096.0f;
[Property] public float TerrainHeightOffset { get; set; } = 0.0f;
[Property] public float GrassHeightPadding { get; set; } = 128.0f;
[Property] public float FallbackHeight { get; set; } = 0.0f;
[Property] public float InteractionStrength { get; set; } = 8.0f;
[Property] public float InteractionStampRate { get; set; } = 36.0f;
[Property] public float InteractionBendHoldDuration { get; set; } = 0.5f;
[Property] public float InteractionDecayUpdateInterval { get; set; } = 0.05f;
[Property] public float CutDuration { get; set; } = 8.0f;
protected override void OnAwake()
{
base.OnAwake();
using ( Scene.Push() )
{
Renderer = new GrassRenderObject( Scene.SceneWorld );
}
SyncRendererSettings();
}
private void SyncRendererSettings()
{
if ( Renderer == null )
return;
float streamingRadius = StreamingRadius;
if ( EditorPainterActive )
streamingRadius *= 10.0f;
Renderer.ChunkSize = ChunkSize;
Renderer.ChunkResolution = ChunkResolution;
float requiredStreamingRadius = Math.Max( streamingRadius, Math.Max( LodCutoff, DistanceCutoff ) + ChunkSize );
Renderer.RenderRadius = Math.Max( 1, MathX.CeilToInt( requiredStreamingRadius / Math.Max( ChunkSize, 0.001f ) ) );
Renderer.LodCutoff = LodCutoff;
Renderer.LodTransitionRange = LodTransitionRange;
Renderer.DistanceTransitionRange = DistanceTransitionRange;
Renderer.DistanceCutoff = DistanceCutoff;
Renderer.DisplacementStrength = DisplacementStrength;
Renderer.TerrainProbeTop = TerrainProbeTop;
Renderer.TerrainProbeBottom = TerrainProbeBottom;
Renderer.TerrainHeightOffset = TerrainHeightOffset;
Renderer.GrassHeightPadding = GrassHeightPadding;
Renderer.FallbackHeight = FallbackHeight;
Renderer.InteractionStrength = InteractionStrength;
Renderer.InteractionStampRate = InteractionStampRate;
Renderer.InteractionBendHoldDuration = InteractionBendHoldDuration;
Renderer.CutDuration = CutDuration;
Renderer.InteractionDecayUpdateInterval = InteractionDecayUpdateInterval;
Renderer.SetDensityResource( DensityMapResource );
Renderer.CullingCamera = Scene.Camera;
}
protected override void OnUpdate()
{
base.OnUpdate();
UpdateRenderer();
}
private void UpdateRenderer()
{
if ( Renderer == null )
return;
if ( Scene.Camera == null )
return;
SyncRendererSettings();
Renderer.SetDensityResource( DensityMapResource );
Renderer.CullingCamera = Scene.Camera;
Renderer.UpdateInteractionField( Scene.GetAllComponents<GrassInteractionSourceComponent>(), Time.Delta );
Vector3 camPos = Scene.Camera.WorldPosition;
Renderer.UpdateStreaming( camPos );
Renderer.ProcessPendingDestroy();
}
protected override void OnDisabled()
{
base.OnDisabled();
Renderer?.Disable();
Renderer = null;
}
protected override void DrawGizmos()
{
base.DrawGizmos();
UpdateRenderer();
if ( !EditorPainterActive )
return;
if ( Renderer == null )
return;
Gizmo.Draw.Color = Color.Yellow;
foreach ( var pair in Renderer.ActiveChunks )
{
BBox bounds = BBox.FromPositionAndSize( pair.Value.Bounds.Center, pair.Value.Bounds.Size.WithZ( 0 ) );
Gizmo.Draw.LineBBox( bounds );
}
}
}
using System;
using System.Collections.Generic;
using System.Text;
namespace Saandy.Tilemapper;
public interface ITilemapSceneEvent : ISceneEvent<ITilemapSceneEvent>
{
/// <summary>
/// Called when tilemap was changed this frame.
/// </summary>
void OnTilemapChanged() { }
/// <summary>
/// Called when the tilemap has been updated recently and stopped being updated.
/// </summary>
void OnTilemapStable() { }
}
using PanelRenderTarget;
using Sandbox;
using Sandbox.UI;
using System;
using System.Linq;
public class TargetScreen : Component, Component.DontExecuteOnServer, ITargetScreen
{
[Property, Feature( "interaction" ), Description( "Enable verbose logs for screen mouse detection" )]
public bool DebugMouseTrace { get; set; } = false;
[Property] public string ScreenMaterialName { get; set; } = "screen-01";
[Property] public Material ScreenMaterial { get; set; } = Material.Load( "materials/screen.vmat" );
[Property] public Vector2Int ScreenTextureSize { get; set; } = new( 1280, 720 );
[Property] public float TraceDistance { get; set; } = 200f;
[Property] public bool ForceUpdate { get; set; } = false;
[Property] public PanelTypeReference PanelType { get; set; } = new();
[Property, Feature( "interaction" ), Description( "Small UV offset applied after triangle interpolation to correct slight drift" )]
public Vector2 ScreenUvOffset { get; set; } = Vector2.Zero;
[Property, Feature("interaction"), Description("interact with 2d mouse cursor")]
public bool ScreenCursorInteraction { get; set; } = false;
[Property,Feature("interaction"), Description("whether to show the virtual cursor") ]
public bool ShowVirtualCursor { get; set; } = true;
[Property, Feature( "Optimisation" ), Description("fps when the panel is focused") ]
public int UpdateRateFocus { get; set; } = 60;
[Property, Feature("Optimisation")]
public bool UpdateWhenNotFocused { get; set; } = false;
[Property, Feature( "Optimisation" ), Description( "fps update rate when the panel is visible in camera" ) ]
public int UpdateRateNotFocused { get; set; } = 30;
[Property, Feature( "Optimisation" ), Description("the distance of the update rate visible but not focus") ]
public int UpdateDistanceMax { get; set; } = 500;
private bool _firstUpdate = false;
private readonly TargetPanelInput _input = new();
public ModelRenderer Renderer { get; private set; }
private Material _screenMaterialCopy;
private Texture _screenTexture;
private TargetRootPanel _rootPanel;
private PanelSceneObject _panelObject;
private Vertex[] _cachedVertices;
private uint[] _cachedIndices;
private Model _cachedMeshModel;
private TriangleMaterialRange[] _cachedTriangleMaterialRanges = Array.Empty<TriangleMaterialRange>();
private double _tracePerfAccumMs;
private double _tracePerfMaxMs;
private double _tracePerfCacheAccumMs;
private double _tracePerfTrianglesAccumMs;
private int _tracePerfSamples;
private TimeSince _tracePerfLogTimer;
private readonly struct TriangleMaterialRange
{
public int StartTriangle { get; init; }
public int EndTriangleExclusive { get; init; }
public Material Material { get; init; }
}
protected Panel Panel { get; private set; }
public TargetRootPanel RootPanel => _rootPanel;
public PanelSceneObject PanelObject => _panelObject;
protected Texture ScreenTexture => _screenTexture;
protected override void OnPreRender()
{
//ensure sceneobject have transform and correct bound for engine culling
_panelObject.Transform = Renderer.Transform.World;
_panelObject.Bounds = Renderer.Bounds;
}
protected override void OnEnabled()
{
base.OnEnabled();
Renderer = Components.Get<ModelRenderer>();
if ( !Renderer.IsValid() )
{
Log.Warning( "No ModelRenderer found." );
Enabled = false;
return;
}
RefreshMeshCache();
CreateTexture();
CreatePanel();
SetupMaterial();
CreatePanelObject();
OnPanelCreated( Panel );
var panelComponent = Components.Get<PanelComponent>();
TargetPanelSystem.Current.RegisterScreen( this );
}
public Panel GetPanel()
{
return Panel;
}
protected virtual void OnPanelCreated( Panel panel )
{
}
private void CreateTexture()
{
_screenTexture = Texture.CreateRenderTarget()
.WithSize( ScreenTextureSize.x, ScreenTextureSize.y )
.WithInitialColor( Color.Black )
.WithMips()
.Create();
}
private void CreatePanel()
{
var bounds = new Rect( 0, 0, ScreenTextureSize.x, ScreenTextureSize.y );
_rootPanel = new TargetRootPanel
{
RenderedManually = true,
FixedBounds = bounds,
FixedScale = 1f,
PanelBounds = bounds,
MouseVisibility = ScreenCursorInteraction ? MouseVisibility.Visible : MouseVisibility.Hidden
};
_rootPanel.Style.Width = Length.Pixels( ScreenTextureSize.x );
_rootPanel.Style.Height = Length.Pixels( ScreenTextureSize.y );
var type = PanelType?.Resolve();
if ( type?.TargetType is null || !typeof( Panel ).IsAssignableFrom( type.TargetType ) )
{
Log.Warning( $"Invalid panel type: {PanelType?.TypeName}" );
return;
}
Panel = type.Create<Panel>();
_rootPanel.AddChild( Panel );
Panel.Style.Width = Length.Percent( 100 );
Panel.Style.Height = Length.Percent( 100 );
}
private void CreatePanelObject()
{
_panelObject = new PanelSceneObject(
GameObject.GetBounds(),
Scene.SceneWorld,
_rootPanel,
_screenTexture,
this
);
}
public void Tick()
{
if ( !Renderer.IsValid() || Renderer.Model is null || !Panel.IsValid() )
return;
var camera = Scene.Camera;
if ( camera is null )
return;
if ( !TryGetPanelPosition( camera, out var panelPos ) )
{
ClearInput();
return;
}
_panelObject.CursorPosition = panelPos;
_input.Tick(
_rootPanel,
panelPos,
Input.Down( "attack1" ),
Input.MouseWheel
);
}
private bool TryGetPanelPosition( CameraComponent camera, out Vector2 panelPos )
{
panelPos = default;
var screenCenter = new Vector2(
camera.ScreenRect.Size.x * 0.5f,
camera.ScreenRect.Size.y * 0.5f
);
var ray = camera.ScreenPixelToRay( screenCenter );
if( ScreenCursorInteraction )
{
ray = camera.ScreenPixelToRay( Mouse.Position );
}
return TryGetPanelPositionFromMeshRaycast( ray, out panelPos );
}
private bool TryGetPanelPositionFromMeshRaycast( Ray ray, out Vector2 panelPos )
{
using var scope = Sandbox.Diagnostics.Performance.Scope( "TargetScreen.MouseTrace" );
var totalTimer = Sandbox.Diagnostics.FastTimer.StartNew();
panelPos = default;
var cacheTimer = Sandbox.Diagnostics.FastTimer.StartNew();
RefreshMeshCache();
var cacheMs = cacheTimer.ElapsedMilliSeconds;
if ( _cachedVertices is null || _cachedIndices is null || _cachedIndices.Length < 3 )
{
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Reject mesh cache: vertices={_cachedVertices?.Length ?? 0} indices={_cachedIndices?.Length ?? 0}" );
UpdateDebugTracePerf( totalTimer.ElapsedMilliSeconds, cacheMs, 0f );
return false;
}
var localOrigin = Renderer.Transform.World.PointToLocal( ray.Position );
var localEnd = Renderer.Transform.World.PointToLocal( ray.Position + ray.Forward * TraceDistance );
var localDirection = (localEnd - localOrigin).Normal;
var bestDistance = float.MaxValue;
var bestUv = Vector2.Zero;
var bestTriangle = -1;
var triangleTimer = Sandbox.Diagnostics.FastTimer.StartNew();
for ( int triStart = 0; triStart + 2 < _cachedIndices.Length; triStart += 3 )
{
var triangleIndex = triStart / 3;
if ( !IsTriangleMaterialMatch( triangleIndex ) )
continue;
var i0 = _cachedIndices[triStart + 0];
var i1 = _cachedIndices[triStart + 1];
var i2 = _cachedIndices[triStart + 2];
if ( i0 >= _cachedVertices.Length || i1 >= _cachedVertices.Length || i2 >= _cachedVertices.Length )
continue;
var v0 = _cachedVertices[i0];
var v1 = _cachedVertices[i1];
var v2 = _cachedVertices[i2];
if ( !TryRayTriangleIntersection( localOrigin, localDirection, v0.Position, v1.Position, v2.Position, out var distance, out var barycentric ) )
continue;
if ( distance > TraceDistance || distance >= bestDistance )
continue;
var triangleUv =
v0.TexCoord0 * barycentric.x +
v1.TexCoord0 * barycentric.y +
v2.TexCoord0 * barycentric.z;
bestDistance = distance;
bestUv = triangleUv;
bestTriangle = triangleIndex;
}
var triangleMs = triangleTimer.ElapsedMilliSeconds;
if ( bestTriangle < 0 )
{
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] No triangle hit. vertices={_cachedVertices.Length} indices={_cachedIndices.Length}" );
UpdateDebugTracePerf( totalTimer.ElapsedMilliSeconds, cacheMs, triangleMs );
return false;
}
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Mesh hit triangle={bestTriangle} distance={bestDistance} rawUv={bestUv}" );
var uv = new Vector2(
bestUv.x - MathF.Floor( bestUv.x ),
bestUv.y - MathF.Floor( bestUv.y )
);
uv += ScreenUvOffset;
panelPos = new Vector2(
Math.Clamp( uv.x, 0f, 1f ) * ScreenTextureSize.x,
Math.Clamp( uv.y, 0f, 1f ) * ScreenTextureSize.y
);
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Final UV={uv} panelPos={panelPos}" );
UpdateDebugTracePerf( totalTimer.ElapsedMilliSeconds, cacheMs, triangleMs );
return true;
}
private void UpdateDebugTracePerf( double totalMs, double cacheMs, double triangleMs )
{
_tracePerfAccumMs += totalMs;
_tracePerfCacheAccumMs += cacheMs;
_tracePerfTrianglesAccumMs += triangleMs;
_tracePerfMaxMs = Math.Max( _tracePerfMaxMs, totalMs );
_tracePerfSamples++;
if ( _tracePerfLogTimer < 5f )
return;
var avgTotalMs = _tracePerfSamples > 0 ? _tracePerfAccumMs / _tracePerfSamples : 0d;
var avgCacheMs = _tracePerfSamples > 0 ? _tracePerfCacheAccumMs / _tracePerfSamples : 0d;
var avgTrianglesMs = _tracePerfSamples > 0 ? _tracePerfTrianglesAccumMs / _tracePerfSamples : 0d;
var callsPerSecond = _tracePerfLogTimer > 0f ? _tracePerfSamples / _tracePerfLogTimer : 0f;
var triangleCount = _cachedIndices?.Length / 3 ?? 0;
Log.Info( $"[TargetScreen] Trace perf avg={avgTotalMs:F3}ms max={_tracePerfMaxMs:F3}ms cache={avgCacheMs:F3}ms triangles={avgTrianglesMs:F3}ms calls={callsPerSecond:F1}/s tris={triangleCount}" );
_tracePerfAccumMs = 0d;
_tracePerfCacheAccumMs = 0d;
_tracePerfTrianglesAccumMs = 0d;
_tracePerfMaxMs = 0d;
_tracePerfSamples = 0;
_tracePerfLogTimer = 0f;
}
private void RefreshMeshCache()
{
var model = Renderer?.Model;
if ( model is null || model == _cachedMeshModel )
return;
_cachedMeshModel = model;
_cachedVertices = model.GetVertices();
_cachedIndices = model.GetIndices();
_cachedTriangleMaterialRanges = BuildTriangleMaterialRanges( model );
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Refreshed mesh cache for {model.Name}: vertices={_cachedVertices?.Length ?? 0} indices={_cachedIndices?.Length ?? 0} materialRanges={_cachedTriangleMaterialRanges.Length}" );
}
private TriangleMaterialRange[] BuildTriangleMaterialRanges( Model model )
{
var meshInfo = model.MeshInfo;
if ( meshInfo?.Meshes is null )
return Array.Empty<TriangleMaterialRange>();
var ranges = new System.Collections.Generic.List<TriangleMaterialRange>();
var triangleCursor = 0;
foreach ( var mesh in meshInfo.Meshes )
{
if ( mesh?.DrawCalls is null )
continue;
foreach ( var drawCall in mesh.DrawCalls )
{
var triangleCount = Math.Max( 0, drawCall.Indices / 3 );
if ( triangleCount == 0 )
continue;
ranges.Add( new TriangleMaterialRange
{
StartTriangle = triangleCursor,
EndTriangleExclusive = triangleCursor + triangleCount,
Material = drawCall.Material
} );
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Material range {triangleCursor}->{triangleCursor + triangleCount} material={drawCall.Material?.Name}" );
triangleCursor += triangleCount;
}
}
return ranges.ToArray();
}
private bool IsTriangleMaterialMatch( int triangleIndex )
{
if ( string.IsNullOrWhiteSpace( ScreenMaterialName ) || _cachedTriangleMaterialRanges.Length == 0 )
return true;
foreach ( var range in _cachedTriangleMaterialRanges )
{
if ( triangleIndex < range.StartTriangle || triangleIndex >= range.EndTriangleExclusive )
continue;
var match = range.Material?.Name?.Contains( ScreenMaterialName, StringComparison.OrdinalIgnoreCase ) == true;
if ( DebugMouseTrace && triangleIndex == range.StartTriangle )
Log.Info( $"[TargetScreen] Triangle {triangleIndex} material={range.Material?.Name} match={match}" );
return match;
}
return true;
}
private static bool TryRayTriangleIntersection( Vector3 origin, Vector3 direction, Vector3 a, Vector3 b, Vector3 c, out float distance, out Vector3 barycentric )
{
distance = 0f;
barycentric = default;
const float epsilon = 0.0001f;
var edge1 = b - a;
var edge2 = c - a;
var pvec = Vector3.Cross( direction, edge2 );
var det = Vector3.Dot( edge1, pvec );
if ( MathF.Abs( det ) < epsilon )
return false;
var invDet = 1f / det;
var tvec = origin - a;
var v = Vector3.Dot( tvec, pvec ) * invDet;
if ( v < 0f || v > 1f )
return false;
var qvec = Vector3.Cross( tvec, edge1 );
var w = Vector3.Dot( direction, qvec ) * invDet;
if ( w < 0f || v + w > 1f )
return false;
distance = Vector3.Dot( edge2, qvec ) * invDet;
if ( distance < 0f )
return false;
barycentric = new Vector3( 1f - v - w, v, w );
return true;
}
private void SetupMaterial()
{
var oldMaterial = Renderer.Model.Materials
.FirstOrDefault( x => x.Name.Contains( ScreenMaterialName ) );
var index = Renderer.Model.Materials.IndexOf( oldMaterial );
if ( index < 0 )
{
Log.Warning( $"Screen material not found: {ScreenMaterialName}" );
return;
}
_screenMaterialCopy = ScreenMaterial.CreateCopy();
_screenMaterialCopy.Set( "g_tColor", _screenTexture );
Renderer.Materials.SetOverride( index, _screenMaterialCopy );
}
private void ClearInput()
{
_input.Clear();
}
protected override void OnDisabled()
{
base.OnDisabled();
ClearInput();
_panelObject?.Delete();
_panelObject = null;
_rootPanel?.Delete( true );
_rootPanel = null;
_screenTexture?.Dispose();
_screenTexture = null;
_screenMaterialCopy = null;
Panel = null;
Renderer = null;
TargetPanelSystem.Current.UnregisterScreen( this );
}
}
using Sandbox;
[TestClass]
public partial class LibraryTests
{
[TestMethod]
public void SceneTest()
{
var scene = new Scene();
using ( scene.Push() )
{
var go = new GameObject();
Assert.AreEqual( 1, scene.Directory.GameObjectCount );
}
}
}
global using Microsoft.VisualStudio.TestTools.UnitTesting;
[TestClass]
public class TestInit
{
public static Sandbox.TestAppSystem AppSystem;
[AssemblyInitialize]
public static void AssemblyInitialize( TestContext context )
{
AppSystem = new Sandbox.TestAppSystem();
AppSystem.Init();
}
[AssemblyCleanup]
public static void AssemblyCleanup()
{
AppSystem.Shutdown();
}
}
using System;
using Sandbox;
namespace Goo.Animation;
public record struct SmoothVector2
{
public Vector2 Current;
public Vector2 Target;
public Vector2 Velocity;
public float SmoothTime;
public SmoothVector2(Vector2 initial, float smoothTime)
{
Current = initial;
Target = initial;
Velocity = default;
SmoothTime = smoothTime;
}
public void Update(float dt)
{
float vx = Velocity.x, vy = Velocity.y;
Current = new Vector2(
MathX.SmoothDamp(Current.x, Target.x, ref vx, SmoothTime, dt),
MathX.SmoothDamp(Current.y, Target.y, ref vy, SmoothTime, dt));
Velocity = new Vector2(vx, vy);
}
public bool IsSettled =>
MathF.Abs(Target.x - Current.x) < 0.0001f &&
MathF.Abs(Target.y - Current.y) < 0.0001f &&
MathF.Abs(Velocity.x) < 0.0001f &&
MathF.Abs(Velocity.y) < 0.0001f;
/// <summary>Advances by dt and returns true while still moving; chain calls with | (not ||) so every damper advances each frame.</summary>
public bool Tick(float dt) { Update(dt); return !IsSettled; }
}
using System;
namespace Goo.Animation;
public readonly record struct Tween
{
public Sandbox.Utility.Easing.Function Easing { get; init; }
public float Duration { get; init; }
public float Delay { get; init; }
public float SpeedScale { get; init; }
public int Iterations { get; init; }
public bool PingPong { get; init; }
public bool Reversed { get; init; }
public Tween(Sandbox.Utility.Easing.Function easing, float duration, float delay = 0f)
{
Easing = easing;
Duration = duration;
Delay = delay;
SpeedScale = 1f;
Iterations = 1;
PingPong = false;
Reversed = false;
}
/// <summary>
/// Bridge a designer-authored Sandbox.Curve (authored over [0, 1]) into a Tween.
/// Allocates one delegate per call; cache the result in a static readonly field.
/// </summary>
public static Tween FromCurve(Sandbox.Curve curve, float duration, float delay = 0f)
=> new Tween(curve.Evaluate, duration, delay);
public float Eval(float elapsedSec)
{
if (Duration <= 0f) return Reversed ? 0f : 1f;
float t = (elapsedSec - Delay) * SpeedScale;
if (t <= 0f) return Reversed ? 1f : 0f;
float cycleDuration = PingPong ? 2f * Duration : Duration;
if (Iterations > 0 && t >= cycleDuration * Iterations)
{
float endLocal = PingPong ? 0f : 1f;
if (Reversed) endLocal = 1f - endLocal;
return Easing(endLocal);
}
float cycleT = t % cycleDuration;
float local = PingPong
? (cycleT < Duration ? cycleT / Duration : 1f - (cycleT - Duration) / Duration)
: cycleT / Duration;
if (Reversed) local = 1f - local;
return Easing(local);
}
}
public static class TweenExtensions
{
public static Tween Loop(this Tween t) => t with { Iterations = -1 };
public static Tween Times(this Tween t, int n) => t with { Iterations = n };
public static Tween PingPong(this Tween t) => t with { PingPong = true };
public static Tween Scale(this Tween t, float speed) => t with { SpeedScale = speed };
public static Tween WithDelay(this Tween t, float s) => t with { Delay = s };
public static Tween Reverse(this Tween t) => t with { Reversed = true };
}
using System;
using System.Collections;
namespace Goo;
public sealed class Children : IEnumerable
{
internal FrameList? _list;
internal int _buildId;
internal Children() { }
internal int Count { get { EnsureValid(); return _list!.Count; } }
internal ref Frame this[int i] { get { EnsureValid(); return ref _list![i]; } }
public void Add<T>(in T child) where T : struct, IBlob
{
EnsureValid();
ref Frame slot = ref _list!.Reserve();
child.WriteTo(ref slot);
}
void EnsureValid()
{
var ctx = BuildContext._current;
if (ctx == null || _list == null || _buildId != ctx._currentBuildId)
throw new InvalidOperationException(
"Container reused across rebuilds. The same Container instance cannot survive " +
"past the Build() it was created in. Build a new one inside Build(), or extract " +
"a helper function that returns a fresh Container each call.");
}
// IEnumerable is required by C# collection-initializer syntax; iteration is not a
// use case for Children, so this returns an empty enumerator.
IEnumerator IEnumerable.GetEnumerator() => Array.Empty<object>().GetEnumerator();
}
namespace Goo;
/// <summary>Compile-time constraint for blob struct types. Never use as storage, return, or parameter type (boxes the struct, destroys per-Rebuild allocation profile); only valid in where T : struct, IBlob.</summary>
public interface IBlob
{
static abstract BlobKind Kind { get; }
string? Key { get; }
internal void WriteTo(ref Frame frame);
}
/// <summary>Returns the single root Blob for a GooView build. A named delegate rather than
/// Func<IBlob> because IBlob has a static-abstract member (Kind) and C# bars such interfaces
/// as generic type arguments (CS8920). Consequence for Razor markup: a bare method group cannot
/// bind (its natural type is the illegal Func<IBlob>), so write
/// <c>Build=@(new BlobBuilder(MyBuild))</c>. See docs/site/docs/gotchas.md.</summary>
public delegate IBlob BlobBuilder();
// <auto-generated />
// Generated by tools/StyleFacadeEmit. Do not edit by hand.
// Source of truth: tools/StyleFacadeEmit/style-manifest.json
using Sandbox;
using Sandbox.Rendering;
using Sandbox.UI;
namespace Goo;
public readonly partial record struct Text
{
public Length? Width { init => _style = StyleAccumulator.Add(_style, StyleField.Width, value); }
public Length? Height { init => _style = StyleAccumulator.Add(_style, StyleField.Height, value); }
public Length? Margin { init => _style = StyleAccumulator.Add(_style, StyleField.Margin, value); }
public Length? MarginLeft { init => _style = StyleAccumulator.Add(_style, StyleField.MarginLeft, value); }
public Length? MarginTop { init => _style = StyleAccumulator.Add(_style, StyleField.MarginTop, value); }
public Length? MarginRight { init => _style = StyleAccumulator.Add(_style, StyleField.MarginRight, value); }
public Length? MarginBottom { init => _style = StyleAccumulator.Add(_style, StyleField.MarginBottom, value); }
public Color? BackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundColor, value, StyleValue.FromColor); }
public Color? BackgroundTint { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundTint, value, StyleValue.FromColor); }
public Length? FlexBasis { init => _style = StyleAccumulator.Add(_style, StyleField.FlexBasis, value); }
public float? FlexGrow { init => _style = StyleAccumulator.Add(_style, StyleField.FlexGrow, value); }
public float? FlexShrink { init => _style = StyleAccumulator.Add(_style, StyleField.FlexShrink, value); }
public Color? FontColor { init => _style = StyleAccumulator.Add(_style, StyleField.FontColor, value, StyleValue.FromColor); }
public string? FontFamily { init => _style = StyleAccumulator.Add(_style, StyleField.FontFamily, value); }
public Length? FontSize { init => _style = StyleAccumulator.Add(_style, StyleField.FontSize, value); }
public FontSmooth? FontSmooth { init => _style = StyleAccumulator.Add(_style, StyleField.FontSmooth, value, StyleValue.FromFontSmooth); }
public FontStyle? FontStyle { init => _style = StyleAccumulator.Add(_style, StyleField.FontStyle, value, StyleValue.FromFontStyle); }
public FontVariantNumeric? FontVariantNumeric { init => _style = StyleAccumulator.Add(_style, StyleField.FontVariantNumeric, value, StyleValue.FromFontVariantNumeric); }
public int? FontWeight { init => _style = StyleAccumulator.Add(_style, StyleField.FontWeight, value); }
public Length? LetterSpacing { init => _style = StyleAccumulator.Add(_style, StyleField.LetterSpacing, value); }
public Length? LineHeight { init => _style = StyleAccumulator.Add(_style, StyleField.LineHeight, value); }
public Length? MaxHeight { init => _style = StyleAccumulator.Add(_style, StyleField.MaxHeight, value); }
public Length? MaxWidth { init => _style = StyleAccumulator.Add(_style, StyleField.MaxWidth, value); }
public Length? MinHeight { init => _style = StyleAccumulator.Add(_style, StyleField.MinHeight, value); }
public Length? MinWidth { init => _style = StyleAccumulator.Add(_style, StyleField.MinWidth, value); }
public float? Opacity { init => _style = StyleAccumulator.Add(_style, StyleField.Opacity, value); }
public TextAlign? TextAlign { init => _style = StyleAccumulator.Add(_style, StyleField.TextAlign, value, StyleValue.FromTextAlign); }
public Length? TextBackgroundAngle { init => _style = StyleAccumulator.Add(_style, StyleField.TextBackgroundAngle, value); }
public Color? TextDecorationColor { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationColor, value, StyleValue.FromColor); }
public TextDecoration? TextDecorationLine { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationLine, value, StyleValue.FromTextDecoration); }
public TextSkipInk? TextDecorationSkipInk { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationSkipInk, value, StyleValue.FromTextSkipInk); }
public TextDecorationStyle? TextDecorationStyle { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationStyle, value, StyleValue.FromTextDecorationStyle); }
public Length? TextDecorationThickness { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationThickness, value); }
public FilterMode? TextFilter { init => _style = StyleAccumulator.Add(_style, StyleField.TextFilter, value, StyleValue.FromFilterMode); }
public Length? TextLineThroughOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextLineThroughOffset, value); }
public TextOverflow? TextOverflow { init => _style = StyleAccumulator.Add(_style, StyleField.TextOverflow, value, StyleValue.FromTextOverflow); }
public Length? TextOverlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextOverlineOffset, value); }
public Color? TextStrokeColor { init => _style = StyleAccumulator.Add(_style, StyleField.TextStrokeColor, value, StyleValue.FromColor); }
public Length? TextStrokeWidth { init => _style = StyleAccumulator.Add(_style, StyleField.TextStrokeWidth, value); }
public TextTransform? TextTransform { init => _style = StyleAccumulator.Add(_style, StyleField.TextTransform, value, StyleValue.FromTextTransform); }
public Length? TextUnderlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextUnderlineOffset, value); }
public Goo.PanelTransform? Transform { init => _style = StyleAccumulator.Add(_style, StyleField.Transform, value, StyleValue.FromPanelTransform); }
public WhiteSpace? WhiteSpace { init => _style = StyleAccumulator.Add(_style, StyleField.WhiteSpace, value, StyleValue.FromWhiteSpace); }
public WordBreak? WordBreak { init => _style = StyleAccumulator.Add(_style, StyleField.WordBreak, value, StyleValue.FromWordBreak); }
public Length? WordSpacing { init => _style = StyleAccumulator.Add(_style, StyleField.WordSpacing, value); }
public Color? HoverBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.HoverBackgroundColor, value, StyleValue.FromColor); }
public Color? ActiveBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.ActiveBackgroundColor, value, StyleValue.FromColor); }
public Color? FocusBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.FocusBackgroundColor, value, StyleValue.FromColor); }
public Color? HoverFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.HoverFontColor, value, StyleValue.FromColor); }
public Color? ActiveFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.ActiveFontColor, value, StyleValue.FromColor); }
public Color? FocusFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.FocusFontColor, value, StyleValue.FromColor); }
public int? TransitionMs { init => _style = StyleAccumulator.Add(_style, StyleField.TransitionMs, value); }
}
// <auto-generated />
// Generated by tools/StyleFacadeEmit. Do not edit by hand.
// Source of truth: tools/StyleFacadeEmit/style-manifest.json
using Sandbox;
using Sandbox.Rendering;
using Sandbox.UI;
namespace Goo;
public readonly partial record struct TextEntry
{
public FlexDirection? FlexDirection { init => _style = StyleAccumulator.Add(_style, StyleField.FlexDirection, value, StyleValue.FromFlexDirection); }
public Justify? JustifyContent { init => _style = StyleAccumulator.Add(_style, StyleField.JustifyContent, value, StyleValue.FromJustify); }
public Align? AlignItems { init => _style = StyleAccumulator.Add(_style, StyleField.AlignItems, value, StyleValue.FromAlign); }
public DisplayMode? Display { init => _style = StyleAccumulator.Add(_style, StyleField.Display, value, StyleValue.FromDisplay); }
public Length? Width { init => _style = StyleAccumulator.Add(_style, StyleField.Width, value); }
public Length? Height { init => _style = StyleAccumulator.Add(_style, StyleField.Height, value); }
public Length? Padding { init => _style = StyleAccumulator.Add(_style, StyleField.Padding, value); }
public Length? PaddingLeft { init => _style = StyleAccumulator.Add(_style, StyleField.PaddingLeft, value); }
public Length? PaddingTop { init => _style = StyleAccumulator.Add(_style, StyleField.PaddingTop, value); }
public Length? PaddingRight { init => _style = StyleAccumulator.Add(_style, StyleField.PaddingRight, value); }
public Length? PaddingBottom { init => _style = StyleAccumulator.Add(_style, StyleField.PaddingBottom, value); }
public Length? Margin { init => _style = StyleAccumulator.Add(_style, StyleField.Margin, value); }
public Length? MarginLeft { init => _style = StyleAccumulator.Add(_style, StyleField.MarginLeft, value); }
public Length? MarginTop { init => _style = StyleAccumulator.Add(_style, StyleField.MarginTop, value); }
public Length? MarginRight { init => _style = StyleAccumulator.Add(_style, StyleField.MarginRight, value); }
public Length? MarginBottom { init => _style = StyleAccumulator.Add(_style, StyleField.MarginBottom, value); }
public Length? Gap { init => _style = StyleAccumulator.Add(_style, StyleField.Gap, value); }
public Length? RowGap { init => _style = StyleAccumulator.Add(_style, StyleField.RowGap, value); }
public Length? ColumnGap { init => _style = StyleAccumulator.Add(_style, StyleField.ColumnGap, value); }
public Color? BackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundColor, value, StyleValue.FromColor); }
public Length? BorderRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderRadius, value); }
public Length? BorderTopLeftRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderTopLeftRadius, value); }
public Length? BorderTopRightRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderTopRightRadius, value); }
public Length? BorderBottomRightRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderBottomRightRadius, value); }
public Length? BorderBottomLeftRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderBottomLeftRadius, value); }
public Align? AlignContent { init => _style = StyleAccumulator.Add(_style, StyleField.AlignContent, value, StyleValue.FromAlign); }
public Align? AlignSelf { init => _style = StyleAccumulator.Add(_style, StyleField.AlignSelf, value, StyleValue.FromAlign); }
public float? AspectRatio { init => _style = StyleAccumulator.Add(_style, StyleField.AspectRatio, value); }
public Length? BackdropFilterBlur { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterBlur, value); }
public Length? BackdropFilterBrightness { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterBrightness, value); }
public Length? BackdropFilterContrast { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterContrast, value); }
public Length? BackdropFilterHueRotate { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterHueRotate, value); }
public Length? BackdropFilterInvert { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterInvert, value); }
public Length? BackdropFilterSaturate { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterSaturate, value); }
public Length? BackdropFilterSepia { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterSepia, value); }
public Length? BackgroundAngle { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundAngle, value); }
public string? BackgroundBlendMode { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundBlendMode, value); }
public Texture? BackgroundImage { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundImage, value); }
public bool? BackgroundPlaybackPaused { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundPlaybackPaused, value); }
public Length? BackgroundPositionX { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundPositionX, value); }
public Length? BackgroundPositionY { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundPositionY, value); }
public BackgroundRepeat? BackgroundRepeat { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundRepeat, value, StyleValue.FromBackgroundRepeat); }
public Length? BackgroundSizeX { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundSizeX, value); }
public Length? BackgroundSizeY { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundSizeY, value); }
public Color? BackgroundTint { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundTint, value, StyleValue.FromColor); }
public Color? BorderBottomColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderBottomColor, value, StyleValue.FromColor); }
public Color? BorderColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderColor, value, StyleValue.FromColor); }
public Color? BorderLeftColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderLeftColor, value, StyleValue.FromColor); }
public Color? BorderRightColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderRightColor, value, StyleValue.FromColor); }
public Color? BorderTopColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderTopColor, value, StyleValue.FromColor); }
public BorderImageFill? BorderImageFill { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageFill, value, StyleValue.FromBorderImageFill); }
public BorderImageRepeat? BorderImageRepeat { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageRepeat, value, StyleValue.FromBorderImageRepeat); }
public Texture? BorderImageSource { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageSource, value); }
public Color? BorderImageTint { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageTint, value, StyleValue.FromColor); }
public Length? BorderImageWidthBottom { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageWidthBottom, value); }
public Length? BorderImageWidthLeft { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageWidthLeft, value); }
public Length? BorderImageWidthRight { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageWidthRight, value); }
public Length? BorderImageWidthTop { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageWidthTop, value); }
public Length? BorderBottomWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderBottomWidth, value); }
public Length? BorderLeftWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderLeftWidth, value); }
public Length? BorderRightWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderRightWidth, value); }
public Length? BorderTopWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderTopWidth, value); }
public Length? BorderWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderWidth, value); }
public Length? Bottom { init => _style = StyleAccumulator.Add(_style, StyleField.Bottom, value); }
public Length? Left { init => _style = StyleAccumulator.Add(_style, StyleField.Left, value); }
public Length? Right { init => _style = StyleAccumulator.Add(_style, StyleField.Right, value); }
public Length? Top { init => _style = StyleAccumulator.Add(_style, StyleField.Top, value); }
public Color? CaretColor { init => _style = StyleAccumulator.Add(_style, StyleField.CaretColor, value, StyleValue.FromColor); }
public string? Cursor { init => _style = StyleAccumulator.Add(_style, StyleField.Cursor, value); }
public Length? FilterBlur { init => _style = StyleAccumulator.Add(_style, StyleField.FilterBlur, value); }
public Color? FilterBorderColor { init => _style = StyleAccumulator.Add(_style, StyleField.FilterBorderColor, value, StyleValue.FromColor); }
public Length? FilterBorderWidth { init => _style = StyleAccumulator.Add(_style, StyleField.FilterBorderWidth, value); }
public Length? FilterBrightness { init => _style = StyleAccumulator.Add(_style, StyleField.FilterBrightness, value); }
public Length? FilterContrast { init => _style = StyleAccumulator.Add(_style, StyleField.FilterContrast, value); }
public Length? FilterHueRotate { init => _style = StyleAccumulator.Add(_style, StyleField.FilterHueRotate, value); }
public Length? FilterInvert { init => _style = StyleAccumulator.Add(_style, StyleField.FilterInvert, value); }
public Length? FilterSaturate { init => _style = StyleAccumulator.Add(_style, StyleField.FilterSaturate, value); }
public Length? FilterSepia { init => _style = StyleAccumulator.Add(_style, StyleField.FilterSepia, value); }
public Color? FilterTint { init => _style = StyleAccumulator.Add(_style, StyleField.FilterTint, value, StyleValue.FromColor); }
public Length? FlexBasis { init => _style = StyleAccumulator.Add(_style, StyleField.FlexBasis, value); }
public float? FlexGrow { init => _style = StyleAccumulator.Add(_style, StyleField.FlexGrow, value); }
public float? FlexShrink { init => _style = StyleAccumulator.Add(_style, StyleField.FlexShrink, value); }
public Wrap? FlexWrap { init => _style = StyleAccumulator.Add(_style, StyleField.FlexWrap, value, StyleValue.FromWrap); }
public Color? FontColor { init => _style = StyleAccumulator.Add(_style, StyleField.FontColor, value, StyleValue.FromColor); }
public string? FontFamily { init => _style = StyleAccumulator.Add(_style, StyleField.FontFamily, value); }
public Length? FontSize { init => _style = StyleAccumulator.Add(_style, StyleField.FontSize, value); }
public FontSmooth? FontSmooth { init => _style = StyleAccumulator.Add(_style, StyleField.FontSmooth, value, StyleValue.FromFontSmooth); }
public FontStyle? FontStyle { init => _style = StyleAccumulator.Add(_style, StyleField.FontStyle, value, StyleValue.FromFontStyle); }
public FontVariantNumeric? FontVariantNumeric { init => _style = StyleAccumulator.Add(_style, StyleField.FontVariantNumeric, value, StyleValue.FromFontVariantNumeric); }
public int? FontWeight { init => _style = StyleAccumulator.Add(_style, StyleField.FontWeight, value); }
public ImageRendering? ImageRendering { init => _style = StyleAccumulator.Add(_style, StyleField.ImageRendering, value, StyleValue.FromImageRendering); }
public Length? LetterSpacing { init => _style = StyleAccumulator.Add(_style, StyleField.LetterSpacing, value); }
public Length? LineHeight { init => _style = StyleAccumulator.Add(_style, StyleField.LineHeight, value); }
public Length? MaskAngle { init => _style = StyleAccumulator.Add(_style, StyleField.MaskAngle, value); }
public Texture? MaskImage { init => _style = StyleAccumulator.Add(_style, StyleField.MaskImage, value); }
public MaskMode? MaskMode { init => _style = StyleAccumulator.Add(_style, StyleField.MaskMode, value, StyleValue.FromMaskMode); }
public Length? MaskPositionX { init => _style = StyleAccumulator.Add(_style, StyleField.MaskPositionX, value); }
public Length? MaskPositionY { init => _style = StyleAccumulator.Add(_style, StyleField.MaskPositionY, value); }
public BackgroundRepeat? MaskRepeat { init => _style = StyleAccumulator.Add(_style, StyleField.MaskRepeat, value, StyleValue.FromBackgroundRepeat); }
public MaskScope? MaskScope { init => _style = StyleAccumulator.Add(_style, StyleField.MaskScope, value, StyleValue.FromMaskScope); }
public Length? MaskSizeX { init => _style = StyleAccumulator.Add(_style, StyleField.MaskSizeX, value); }
public Length? MaskSizeY { init => _style = StyleAccumulator.Add(_style, StyleField.MaskSizeY, value); }
public Length? MaxHeight { init => _style = StyleAccumulator.Add(_style, StyleField.MaxHeight, value); }
public Length? MaxWidth { init => _style = StyleAccumulator.Add(_style, StyleField.MaxWidth, value); }
public Length? MinHeight { init => _style = StyleAccumulator.Add(_style, StyleField.MinHeight, value); }
public Length? MinWidth { init => _style = StyleAccumulator.Add(_style, StyleField.MinWidth, value); }
public string? MixBlendMode { init => _style = StyleAccumulator.Add(_style, StyleField.MixBlendMode, value); }
public float? Opacity { init => _style = StyleAccumulator.Add(_style, StyleField.Opacity, value); }
public int? Order { init => _style = StyleAccumulator.Add(_style, StyleField.Order, value); }
public Color? OutlineColor { init => _style = StyleAccumulator.Add(_style, StyleField.OutlineColor, value, StyleValue.FromColor); }
public Length? OutlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.OutlineOffset, value); }
public Length? OutlineWidth { init => _style = StyleAccumulator.Add(_style, StyleField.OutlineWidth, value); }
public OverflowMode? Overflow { init => _style = StyleAccumulator.Add(_style, StyleField.Overflow, value, StyleValue.FromOverflowMode); }
public OverflowMode? OverflowX { init => _style = StyleAccumulator.Add(_style, StyleField.OverflowX, value, StyleValue.FromOverflowMode); }
public OverflowMode? OverflowY { init => _style = StyleAccumulator.Add(_style, StyleField.OverflowY, value, StyleValue.FromOverflowMode); }
public Length? PerspectiveOriginX { init => _style = StyleAccumulator.Add(_style, StyleField.PerspectiveOriginX, value); }
public Length? PerspectiveOriginY { init => _style = StyleAccumulator.Add(_style, StyleField.PerspectiveOriginY, value); }
public PointerEvents? PointerEvents { init => _style = StyleAccumulator.Add(_style, StyleField.PointerEvents, value, StyleValue.FromPointerEvents); }
public PositionMode? Position { init => _style = StyleAccumulator.Add(_style, StyleField.Position, value, StyleValue.FromPositionMode); }
public string? SoundIn { init => _style = StyleAccumulator.Add(_style, StyleField.SoundIn, value); }
public string? SoundOut { init => _style = StyleAccumulator.Add(_style, StyleField.SoundOut, value); }
public TextAlign? TextAlign { init => _style = StyleAccumulator.Add(_style, StyleField.TextAlign, value, StyleValue.FromTextAlign); }
public Length? TextBackgroundAngle { init => _style = StyleAccumulator.Add(_style, StyleField.TextBackgroundAngle, value); }
public Color? TextDecorationColor { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationColor, value, StyleValue.FromColor); }
public TextDecoration? TextDecorationLine { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationLine, value, StyleValue.FromTextDecoration); }
public TextSkipInk? TextDecorationSkipInk { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationSkipInk, value, StyleValue.FromTextSkipInk); }
public TextDecorationStyle? TextDecorationStyle { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationStyle, value, StyleValue.FromTextDecorationStyle); }
public Length? TextDecorationThickness { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationThickness, value); }
public FilterMode? TextFilter { init => _style = StyleAccumulator.Add(_style, StyleField.TextFilter, value, StyleValue.FromFilterMode); }
public Length? TextLineThroughOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextLineThroughOffset, value); }
public TextOverflow? TextOverflow { init => _style = StyleAccumulator.Add(_style, StyleField.TextOverflow, value, StyleValue.FromTextOverflow); }
public Length? TextOverlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextOverlineOffset, value); }
public Color? TextStrokeColor { init => _style = StyleAccumulator.Add(_style, StyleField.TextStrokeColor, value, StyleValue.FromColor); }
public Length? TextStrokeWidth { init => _style = StyleAccumulator.Add(_style, StyleField.TextStrokeWidth, value); }
public TextTransform? TextTransform { init => _style = StyleAccumulator.Add(_style, StyleField.TextTransform, value, StyleValue.FromTextTransform); }
public Length? TextUnderlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextUnderlineOffset, value); }
public Goo.PanelTransform? Transform { init => _style = StyleAccumulator.Add(_style, StyleField.Transform, value, StyleValue.FromPanelTransform); }
public Length? TransformOriginX { init => _style = StyleAccumulator.Add(_style, StyleField.TransformOriginX, value); }
public Length? TransformOriginY { init => _style = StyleAccumulator.Add(_style, StyleField.TransformOriginY, value); }
public WhiteSpace? WhiteSpace { init => _style = StyleAccumulator.Add(_style, StyleField.WhiteSpace, value, StyleValue.FromWhiteSpace); }
public WordBreak? WordBreak { init => _style = StyleAccumulator.Add(_style, StyleField.WordBreak, value, StyleValue.FromWordBreak); }
public Length? WordSpacing { init => _style = StyleAccumulator.Add(_style, StyleField.WordSpacing, value); }
public int? ZIndex { init => _style = StyleAccumulator.Add(_style, StyleField.ZIndex, value); }
public Color? HoverBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.HoverBackgroundColor, value, StyleValue.FromColor); }
public Color? ActiveBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.ActiveBackgroundColor, value, StyleValue.FromColor); }
public Color? FocusBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.FocusBackgroundColor, value, StyleValue.FromColor); }
public Color? HoverFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.HoverFontColor, value, StyleValue.FromColor); }
public Color? ActiveFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.ActiveFontColor, value, StyleValue.FromColor); }
public Color? FocusFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.FocusFontColor, value, StyleValue.FromColor); }
public int? TransitionMs { init => _style = StyleAccumulator.Add(_style, StyleField.TransitionMs, value); }
}
using Goo;
using Sandbox.UI;
namespace Sandbox;
public class CounterUI : GooPanel<Container>
{
private int _count;
protected override Container Build() => new Container
{
Padding = 16,
Width = 128,
Height = 128,
BackgroundColor = Color.White,
BorderRadius = 12,
FlexDirection = FlexDirection.Row,
Gap = 12,
AlignItems = Align.Center,
Children =
{
new Text(_count.ToString()),
new Container
{
Padding = 8,
BackgroundColor = Color.Orange,
HoverBackgroundColor = Color.Cyan,
BorderRadius = 6,
OnClick = e => { _count++; Rebuild(); },
Children = { new Text("+") },
},
},
};
}using System;
using System.Collections.Generic;
using Sandbox;
namespace Goo.Input;
// Polls a curated key catalog once per frame for rising-edge presses + modifier state. ReemitHeldOnModifierRise re-emits a held key when a modifier rises (so "hold W, press Ctrl" reads as a chord).
public sealed class KeyTracker
{
public bool ReemitHeldOnModifierRise { get; set; } = false;
public ModifierState Modifiers { get; private set; }
public IReadOnlyList<KeyDescriptor> JustPressed => _justPressed;
readonly IReadOnlyList<KeyDescriptor> _catalog;
readonly HashSet<string> _downLastFrame = new();
readonly List<KeyDescriptor> _justPressed = new();
public KeyTracker() : this( KnownKeys.All ) { }
public KeyTracker( IReadOnlyList<KeyDescriptor> catalog )
{
_catalog = catalog;
}
public void Reset()
{
_downLastFrame.Clear();
_justPressed.Clear();
Modifiers = default;
}
static readonly Func<string, bool> s_engineDown = Sandbox.Input.Keyboard.Down;
public void Poll() => Poll( s_engineDown );
// isDown seam exists because engine Input statics throw outside a running engine process.
public void Poll( Func<string, bool> isDown )
{
_justPressed.Clear();
var prev = Modifiers;
for ( int i = 0; i < _catalog.Count; i++ )
{
var d = _catalog[i];
bool down = isDown( d.EngineName );
if ( down && !_downLastFrame.Contains( d.EngineName ) )
_justPressed.Add( d );
if ( down ) _downLastFrame.Add( d.EngineName );
else _downLastFrame.Remove( d.EngineName );
}
Modifiers = new ModifierState(
_downLastFrame.Contains( "ctrl" ),
_downLastFrame.Contains( "shift" ),
_downLastFrame.Contains( "alt" ),
_downLastFrame.Contains( "win" ) );
if ( !ReemitHeldOnModifierRise ) return;
bool modRose = ( Modifiers.Ctrl && !prev.Ctrl ) || ( Modifiers.Shift && !prev.Shift )
|| ( Modifiers.Alt && !prev.Alt ) || ( Modifiers.Meta && !prev.Meta );
if ( !modRose ) return;
for ( int i = 0; i < _catalog.Count; i++ )
{
var d = _catalog[i];
if ( d.Class == KeyClass.Modifier ) continue;
if ( !_downLastFrame.Contains( d.EngineName ) ) continue;
if ( _justPressed.Contains( d ) ) continue;
_justPressed.Add( d );
}
}
/// <summary>True if the named key had a rising edge (just-pressed, not held) this frame; call Poll first.</summary>
public bool Pressed( string engineName )
{
for ( int i = 0; i < _justPressed.Count; i++ )
if ( _justPressed[i].EngineName == engineName ) return true;
return false;
}
}
using System;
using Sandbox;
using Sandbox.UI;
namespace Goo.Internal;
internal sealed class StatefulLabel : Label, IStatefulHost, IStatefulEventHost
{
StateController? _state;
internal Action<MousePanelEvent>? _onClick;
internal Action<MousePanelEvent>? _onRightClick;
internal Action<MousePanelEvent>? _onMiddleClick;
internal Action<MousePanelEvent>? _onMouseEnter;
internal Action<MousePanelEvent>? _onMouseLeave;
internal Action<MousePanelEvent>? _onMouseDown;
internal Action<MousePanelEvent>? _onMouseUp;
internal Action<MousePanelEvent>? _onMouseMove;
internal bool _userSetPointerEvents;
internal Action? _requestRebuild;
public Action? RequestRebuild { set => _requestRebuild = value; }
public void ApplyStateVariants(
Color? baseBg, Color? baseFg,
Color? hoverBg, Color? activeBg, Color? focusBg,
Color? hoverFg, Color? activeFg, Color? focusFg,
int? transitionMs)
{
_state ??= new StateController(this);
_state.ApplyVariants(
baseBg, baseFg,
hoverBg, activeBg, focusBg,
hoverFg, activeFg, focusFg,
transitionMs);
}
public void ClearStateVariants() => _state?.ClearVariants();
public bool HasActiveStateVariants => _state?.HasActiveVariants ?? false;
public void ApplyEvents(in BlobEvents events)
{
_onClick = events.OnClick;
_onRightClick = events.OnRightClick;
_onMiddleClick = events.OnMiddleClick;
_onMouseEnter = events.OnMouseEnter;
_onMouseLeave = events.OnMouseLeave;
_onMouseDown = events.OnMouseDown;
_onMouseUp = events.OnMouseUp;
_onMouseMove = events.OnMouseMove;
}
public bool HasEventHandlers =>
_onClick != null || _onRightClick != null || _onMiddleClick != null || _onMouseEnter != null || _onMouseLeave != null ||
_onMouseDown != null || _onMouseUp != null || _onMouseMove != null;
public bool UserSetPointerEvents
{
get => _userSetPointerEvents;
set => _userSetPointerEvents = value;
}
protected override void OnClick(MousePanelEvent e)
{
base.OnClick(e);
EventDispatch.Fire(_onClick, e, _requestRebuild);
}
protected override void OnRightClick(MousePanelEvent e)
{
base.OnRightClick(e);
EventDispatch.Fire(_onRightClick, e, _requestRebuild);
}
protected override void OnMiddleClick(MousePanelEvent e)
{
base.OnMiddleClick(e);
EventDispatch.Fire(_onMiddleClick, e, _requestRebuild);
}
protected override void OnMouseOver(MousePanelEvent e)
{
base.OnMouseOver(e);
EventDispatch.Fire(_onMouseEnter, e, _requestRebuild);
}
protected override void OnMouseOut(MousePanelEvent e)
{
base.OnMouseOut(e);
EventDispatch.Fire(_onMouseLeave, e, _requestRebuild);
}
protected override void OnMouseDown(MousePanelEvent e)
{
base.OnMouseDown(e);
EventDispatch.Fire(_onMouseDown, e, _requestRebuild);
}
protected override void OnMouseUp(MousePanelEvent e)
{
base.OnMouseUp(e);
EventDispatch.Fire(_onMouseUp, e, _requestRebuild);
}
protected override void OnMouseMove(MousePanelEvent e)
{
base.OnMouseMove(e);
EventDispatch.Fire(_onMouseMove, e, _requestRebuild);
}
}
using System;
using System.Collections.Generic;
using Sandbox;
using Sandbox.Rendering;
using Sandbox.UI;
namespace Goo;
/// <summary>
/// A custom shader applied to a Blob. Point it at a compiled .shader; it parses the shader
/// source's Attribute() declarations to validate uniform names and to reset uniforms other
/// panels have set (panels share one CommandList attribute namespace), and pushes the uniform
/// bag every frame. Set uniforms with the collection initializer (<c>["Name"] = value</c>);
/// a value may be a literal or a per-frame Func. Subclass and override <see cref="Apply"/>
/// only for bespoke per-frame CPU logic.
/// </summary>
public record ShaderEffect
{
static readonly Dictionary<object, Material> _materialCache = new();
static readonly Dictionary<object, ShaderSchemaInfo?> _schemaCache = new();
// Every uniform name any ShaderEffect has pushed this session, with the last value pushed
// (its runtime type drives the reset conversion). Panels share one CommandList attribute
// namespace, so a uniform set by one panel persists into every later panel's draw; an
// effect that does not set a seen uniform must reset it to its shader's declared default
// or it inherits the other panel's value (view-5u5m). Touched only from Apply (render thread).
static readonly Dictionary<string, object> _seenUniforms = new();
internal sealed class ShaderSchemaInfo
{
public required HashSet<string> Names; // declared attribute names
public required Dictionary<string, (Vector4 Floats, Vector4 Ints)> Defaults;
}
readonly string? _path;
readonly Shader? _shader;
readonly GrabMode _grab;
readonly Dictionary<string, UniformValue> _bag = new();
bool _validated;
/// <summary>For subclasses that supply their own <see cref="Material"/> and <see cref="Apply"/>.</summary>
protected ShaderEffect() { }
/// <summary>Apply the shader at <paramref name="shaderPath"/> (e.g. "shaders/ui_dither.shader").</summary>
public ShaderEffect( string shaderPath, GrabMode grab = GrabMode.None )
{
_path = shaderPath;
_grab = grab;
}
/// <summary>Apply a shader resource (drag-droppable in the inspector).</summary>
public ShaderEffect( Shader shader, GrabMode grab = GrabMode.None )
{
_shader = shader;
_grab = grab;
}
/// <summary>The shader asset path, or null when constructed from a <see cref="T:Sandbox.Shader"/> resource.</summary>
public string? ShaderPath => _path;
/// <summary>How this effect grabs the framebuffer behind its panel.</summary>
public GrabMode Grab => _grab;
/// <summary>Get or set a uniform by its shader attribute name.</summary>
public UniformValue this[string name]
{
get => _bag[name];
set => _bag[name] = value;
}
object CacheKey => (object?)_path ?? _shader!;
/// <summary>The material this effect draws with, cached so it is excluded from record equality.</summary>
public virtual Material Material
{
get
{
var key = CacheKey;
if ( !_materialCache.TryGetValue( key, out var mat ) )
{
mat = _path is not null ? Material.FromShader( _path ) : Material.FromShader( _shader! );
_materialCache[key] = mat;
}
return mat;
}
}
/// <summary>Create the Material now, on the calling thread. Call on the main thread; Draw runs on the render thread and must only read the cache.</summary>
public void Warm() => _ = Material;
/// <summary>Set this effect's shader attributes for the frame, then grab the framebuffer per <see cref="Grab"/>.</summary>
protected internal virtual void Apply( CommandList cl, Rect rect )
{
cl.Attributes.Set( "BoxSize", new Vector2( rect.Width, rect.Height ) );
// Subclass escape hatch: a derived effect calling base.Apply gets only BoxSize.
if ( _path is null && _shader is null ) return;
Validate();
// Reset seen-but-unset uniforms to this shader's declared defaults so another panel's
// attribute writes do not bleed into this draw (view-5u5m).
var schema = SchemaFor( CacheKey );
if ( schema is not null )
{
foreach ( var (name, sample) in _seenUniforms )
{
if ( _bag.ContainsKey( name ) ) continue;
if ( !schema.Defaults.TryGetValue( name, out var def ) ) continue;
if ( ResetValue( sample, def.Floats, def.Ints ) is { } reset )
SetAttribute( cl, name, reset );
}
}
foreach ( var (name, value) in _bag )
{
var resolved = value.Resolve();
SetAttribute( cl, name, resolved );
if ( resolved is not Texture )
_seenUniforms[name] = resolved;
}
switch ( _grab )
{
case GrabMode.Sharp:
cl.Attributes.GrabFrameTexture( "FrameBufferCopyTexture" );
break;
case GrabMode.Blurred:
cl.Attributes.GrabFrameTexture( "FrameBufferCopyTexture", Graphics.DownsampleMethod.GaussianBlur );
break;
}
}
static void SetAttribute( CommandList cl, string name, object value )
{
switch ( value )
{
case float f: cl.Attributes.Set( name, f ); break;
case bool b: cl.Attributes.Set( name, b ); break;
case Vector2 v: cl.Attributes.Set( name, v ); break;
case Vector3 v: cl.Attributes.Set( name, v ); break;
case Vector4 v: cl.Attributes.Set( name, v ); break;
case Color c: cl.Attributes.Set( name, c ); break;
case Texture t: cl.Attributes.Set( name, t ); break;
}
}
// Reads the shader's declared attribute names once per instance and warns on uniform names
// the shader does not declare. Skipped silently when the source is unavailable.
void Validate()
{
if ( _validated ) return;
_validated = true;
var valid = SchemaFor( CacheKey )?.Names;
if ( valid is null || valid.Count == 0 ) return;
foreach ( var name in _bag.Keys )
if ( !valid.Contains( name ) )
Sandbox.Internal.GlobalSystemNamespace.Log.Warning(
$"ShaderEffect for \"{_path ?? _shader?.ResourcePath}\": uniform \"{name}\" is not declared by the shader " +
$"(valid: {string.Join( ", ", valid )}). Ignored." );
}
// Names + defaults come from parsing the .shader SOURCE, which ships with the project and
// declares every Attribute() with its Default(). The engine's Shader.Schema is editor-only
// plumbing: at game runtime it throws ("Load must be called on the main thread!" — Apply
// runs on the render thread) so it is not consulted at all (view-5u5m probe, 2026-06-11).
// Null when the source is unreadable (e.g. unit tests, published build without raw
// .shader files); reset and validation both skip then.
static ShaderSchemaInfo? SchemaFor( object key )
{
if ( _schemaCache.TryGetValue( key, out var info ) ) return info;
info = null;
if ( (key as string ?? (key as Shader)?.ResourcePath) is { } srcPath )
{
try
{
info = ParseShaderSource( FileSystem.Mounted.ReadAllText( srcPath ) );
}
catch
{
info = null;
}
}
_schemaCache[key] = info;
return info;
}
static readonly System.Text.RegularExpressions.Regex _declRegex = new(
@"\b(?<type>float[234]?|bool|int|Texture2D)\s+\w+\s*<(?<block>[^>]*)>",
System.Text.RegularExpressions.RegexOptions.Compiled );
static readonly System.Text.RegularExpressions.Regex _attrRegex = new(
@"Attribute\s*\(\s*""(?<name>[^""]+)""\s*\)",
System.Text.RegularExpressions.RegexOptions.Compiled );
static readonly System.Text.RegularExpressions.Regex _defaultRegex = new(
@"Default[234]?\s*\(\s*(?<args>[^)]*)\)",
System.Text.RegularExpressions.RegexOptions.Compiled );
// Pure: extracts Attribute()-bound uniform declarations and their Default() values from
// .shader source. Defaults are stored in both vector slots so ResetValue can convert by the
// bled value's runtime type. Texture declarations contribute a name (for validation) but no
// default. Only the main file is scanned; #include'd uniforms (BoxSize, DpiScale) are
// framework-managed and excluded anyway. Missing Default() = zeros, matching the engine's
// unset-attribute behavior.
internal static ShaderSchemaInfo? ParseShaderSource( string source )
{
var names = new HashSet<string>();
var defaults = new Dictionary<string, (Vector4 Floats, Vector4 Ints)>();
foreach ( System.Text.RegularExpressions.Match m in _declRegex.Matches( source ) )
{
var block = m.Groups["block"].Value;
var attr = _attrRegex.Match( block );
if ( !attr.Success ) continue;
var name = attr.Groups["name"].Value;
names.Add( name );
if ( name is "BoxSize" or "DpiScale" ) continue; // framework-managed per draw
if ( m.Groups["type"].Value == "Texture2D" ) continue; // no resettable default
Vector4 v = default;
var def = _defaultRegex.Match( block );
if ( def.Success )
{
var parts = def.Groups["args"].Value.Split( ',' );
for ( int i = 0; i < parts.Length && i < 4; i++ )
{
if ( !float.TryParse( parts[i].Trim(), System.Globalization.NumberStyles.Float,
System.Globalization.CultureInfo.InvariantCulture, out var f ) ) continue;
switch ( i )
{
case 0: v.x = f; break;
case 1: v.y = f; break;
case 2: v.z = f; break;
case 3: v.w = f; break;
}
}
}
defaults[name] = (v, v);
}
return names.Count > 0 ? new ShaderSchemaInfo { Names = names, Defaults = defaults } : null;
}
// Pure: converts a shader's declared default (schema FloatDefault/IntDefault vectors) to the
// runtime type of the value that bled in, so the reset lands in the same attribute slot type.
// Null = no safe reset (unsupported type; textures are never recorded so never reach this).
internal static object? ResetValue( object sample, Vector4 floats, Vector4 ints ) => sample switch
{
float => floats.x,
bool => ints.x != 0f,
Vector2 => new Vector2( floats.x, floats.y ),
Vector3 => new Vector3( floats.x, floats.y, floats.z ),
Color => new Color( floats.x, floats.y, floats.z, floats.w ),
Vector4 => floats,
_ => null,
};
public virtual bool Equals( ShaderEffect? other )
{
if ( other is null ) return false;
if ( ReferenceEquals( this, other ) ) return true;
if ( EqualityContract != other.EqualityContract ) return false;
return _path == other._path
&& ReferenceEquals( _shader, other._shader )
&& _grab == other._grab
&& BagEquals( _bag, other._bag );
}
public override int GetHashCode()
{
var hc = new HashCode();
hc.Add( EqualityContract );
hc.Add( _path );
hc.Add( _grab );
hc.Add( _bag.Count );
return hc.ToHashCode();
}
static bool BagEquals( Dictionary<string, UniformValue> a, Dictionary<string, UniformValue> b )
{
if ( a.Count != b.Count ) return false;
foreach ( var (k, v) in a )
if ( !b.TryGetValue( k, out var bv ) || !v.Equals( bv ) ) return false;
return true;
}
}
using System;
using System.Linq;
using Sandbox;
namespace Editor.TerrainConvert;
/// <summary>
/// Which source channel to read the height value from.
/// </summary>
public enum HeightChannel
{
/// <summary> Red channel only. Standard for grayscale heightmaps. </summary>
Red,
Green,
Blue,
Alpha,
/// <summary> Rec.709 weighted luminance of RGB. </summary>
Luminance,
/// <summary> Average of the RGB channels. </summary>
Average,
/// <summary> The largest of the RGB channels. </summary>
Max,
}
/// <summary>
/// Bit depth of the output .raw file. s&box terrain stores heights as 16-bit,
/// so 16-bit is recommended for the best precision.
/// </summary>
public enum HeightBitDepth
{
/// <summary> 16-bit per height sample (recommended). 2 bytes per pixel. </summary>
Bit16,
/// <summary> 8-bit per height sample. 1 byte per pixel. </summary>
Bit8,
}
/// <summary>
/// How the source values are remapped into the 0..1 height range before quantizing.
/// </summary>
public enum HeightNormalize
{
/// <summary> Use values as-is, clamped to 0..1. </summary>
Clamp,
/// <summary> Stretch the min..max range of the image to fill 0..1 (good for HDR/EXR). </summary>
MinMaxStretch,
}
/// <summary>
/// Byte order of multi-byte (16-bit) samples in the output file.
/// </summary>
public enum HeightByteOrder
{
/// <summary> Little-endian. What the s&box terrain importer reads by default ("Windows"). </summary>
LittleEndian,
/// <summary> Big-endian ("Mac"). </summary>
BigEndian,
}
/// <summary>
/// Settings for converting an image into a terrain heightmap .raw file.
/// </summary>
public class HeightmapConvertSettings
{
/// <summary>
/// Which channel of the source image holds the height. Most heightmaps are
/// grayscale, where every channel is identical - <see cref="HeightChannel.Red"/> works for those.
/// </summary>
[Property]
public HeightChannel Channel { get; set; } = HeightChannel.Red;
/// <summary>
/// 16-bit gives the smoothest terrain and matches what s&box stores internally.
/// </summary>
[Property]
public HeightBitDepth BitDepth { get; set; } = HeightBitDepth.Bit16;
/// <summary>
/// Output heightmaps are always square. If 0, the smaller of the source
/// dimensions is used. The image is resampled to this resolution.
/// </summary>
[Property, Range( 0, 8192 )]
public int Resolution { get; set; } = 0;
/// <summary>
/// Round the output resolution down to the nearest power of two (e.g 1024, 2048).
/// The terrain system expects power-of-two heightmaps, so leave this on.
/// </summary>
[Property]
public bool PowerOfTwo { get; set; } = true;
/// <summary>
/// How source values are mapped to the height range. Use <see cref="HeightNormalize.MinMaxStretch"/>
/// for HDR images that don't already fill 0..1.
/// </summary>
[Property]
public HeightNormalize Normalize { get; set; } = HeightNormalize.Clamp;
/// <summary>
/// Flip the image vertically. Image and terrain coordinate origins often differ;
/// toggle this if your terrain comes out mirrored north/south.
/// </summary>
[Property]
public bool FlipVertical { get; set; } = false;
/// <summary>
/// Invert the heights (high becomes low). Useful for depth/inverted maps.
/// </summary>
[Property]
public bool Invert { get; set; } = false;
/// <summary>
/// Byte order of 16-bit samples. The s&box importer reads little-endian by default.
/// </summary>
[Property, ShowIf( nameof( BitDepth ), HeightBitDepth.Bit16 )]
public HeightByteOrder ByteOrder { get; set; } = HeightByteOrder.LittleEndian;
}
/// <summary>
/// Converts loaded images into raw single-channel heightmaps compatible with the
/// s&box terrain importer (square, 8 or 16 bit, raw samples with no header).
/// </summary>
public static class HeightmapConverter
{
/// <summary>
/// Convert a bitmap into a raw heightmap byte buffer.
/// </summary>
/// <param name="bitmap">Source image.</param>
/// <param name="settings">Conversion settings.</param>
/// <param name="resolution">The square resolution of the produced heightmap.</param>
/// <returns>Raw heightmap bytes ready to write to a .raw file.</returns>
public static byte[] Convert( Bitmap bitmap, HeightmapConvertSettings settings, out int resolution )
{
ArgumentNullException.ThrowIfNull( bitmap );
ArgumentNullException.ThrowIfNull( settings );
var pixels = bitmap.GetPixels();
int count = bitmap.Width * bitmap.Height;
// Extract the chosen channel as a float per pixel, then run the shared pipeline.
var values = new float[count];
for ( int i = 0; i < count; i++ )
values[i] = SampleChannel( pixels[i], settings.Channel );
return BuildRaw( values, bitmap.Width, bitmap.Height, settings, out resolution );
}
/// <summary>
/// Convert a decoded EXR into a raw heightmap byte buffer, reading height from the
/// chosen channel (falling back to Y/R/first channel if the exact one is absent).
/// </summary>
public static byte[] Convert( ExrImage exr, HeightmapConvertSettings settings, out int resolution )
{
ArgumentNullException.ThrowIfNull( exr );
ArgumentNullException.ThrowIfNull( settings );
var values = SampleChannel( exr, settings.Channel );
return BuildRaw( values, exr.Width, exr.Height, settings, out resolution );
}
/// <summary>
/// Shared pipeline: resample a single-channel float plane to a square power-of-two,
/// normalize into 0..1, optionally invert, and quantize to raw bytes.
/// </summary>
static byte[] BuildRaw( float[] values, int srcWidth, int srcHeight, HeightmapConvertSettings settings, out int resolution )
{
resolution = ResolveResolution( srcWidth, srcHeight, settings );
// Bilinear resample to a square of the target resolution, working entirely in float
// so we don't lose precision on high bit-depth / HDR sources. Resampling produces a
// fresh array; otherwise clone so the in-place normalize/invert never mutates a
// caller-owned buffer (e.g. an EXR's cached channel plane).
values = srcWidth != resolution || srcHeight != resolution
? ResampleBilinear( values, srcWidth, srcHeight, resolution, resolution )
: (float[])values.Clone();
ApplyNormalize( values, settings.Normalize );
if ( settings.Invert )
{
for ( int i = 0; i < values.Length; i++ )
values[i] = 1f - values[i];
}
return Quantize( values, resolution, settings );
}
static float[] ResampleBilinear( float[] src, int srcW, int srcH, int dstW, int dstH )
{
var dst = new float[dstW * dstH];
for ( int y = 0; y < dstH; y++ )
{
float fy = dstH > 1 ? (float)y / (dstH - 1) * (srcH - 1) : 0f;
int y0 = (int)fy;
int y1 = Math.Min( y0 + 1, srcH - 1 );
float ty = fy - y0;
for ( int x = 0; x < dstW; x++ )
{
float fx = dstW > 1 ? (float)x / (dstW - 1) * (srcW - 1) : 0f;
int x0 = (int)fx;
int x1 = Math.Min( x0 + 1, srcW - 1 );
float tx = fx - x0;
float top = MathX.Lerp( src[y0 * srcW + x0], src[y0 * srcW + x1], tx );
float bottom = MathX.Lerp( src[y1 * srcW + x0], src[y1 * srcW + x1], tx );
dst[y * dstW + x] = MathX.Lerp( top, bottom, ty );
}
}
return dst;
}
static float[] SampleChannel( ExrImage exr, HeightChannel channel )
{
// For multi-channel EXRs, blend RGB the same way the bitmap path does. For the
// common single-channel (Y) heightmap, every option resolves to that one plane.
switch ( channel )
{
case HeightChannel.Red: return exr.GetHeightChannel( "R" );
case HeightChannel.Green: return exr.GetHeightChannel( "G" );
case HeightChannel.Blue: return exr.GetHeightChannel( "B" );
case HeightChannel.Alpha: return exr.GetHeightChannel( "A" );
}
var r = exr.GetChannel( "R" );
var g = exr.GetChannel( "G" );
var b = exr.GetChannel( "B" );
// No RGB set - it's a luminance/single-channel image, use it directly.
if ( r is null || g is null || b is null )
return exr.GetHeightChannel();
var outv = new float[r.Length];
for ( int i = 0; i < outv.Length; i++ )
{
outv[i] = channel switch
{
HeightChannel.Luminance => 0.2126f * r[i] + 0.7152f * g[i] + 0.0722f * b[i],
HeightChannel.Average => (r[i] + g[i] + b[i]) / 3f,
HeightChannel.Max => Math.Max( r[i], Math.Max( g[i], b[i] ) ),
_ => r[i],
};
}
return outv;
}
static int ResolveResolution( int width, int height, HeightmapConvertSettings settings )
{
int res = settings.Resolution > 0 ? settings.Resolution : Math.Min( width, height );
if ( settings.PowerOfTwo )
res = RoundDownToPowerOfTwo( res );
return Math.Clamp( res, 4, 16384 );
}
static float SampleChannel( Color c, HeightChannel channel ) => channel switch
{
HeightChannel.Red => c.r,
HeightChannel.Green => c.g,
HeightChannel.Blue => c.b,
HeightChannel.Alpha => c.a,
HeightChannel.Luminance => 0.2126f * c.r + 0.7152f * c.g + 0.0722f * c.b,
HeightChannel.Average => (c.r + c.g + c.b) / 3f,
HeightChannel.Max => Math.Max( c.r, Math.Max( c.g, c.b ) ),
_ => c.r,
};
static void ApplyNormalize( float[] values, HeightNormalize mode )
{
if ( mode == HeightNormalize.MinMaxStretch )
{
float min = values.Min();
float max = values.Max();
float range = max - min;
if ( range > 1e-6f )
{
for ( int i = 0; i < values.Length; i++ )
values[i] = (values[i] - min) / range;
return;
}
// Flat image - fall through to clamp.
}
for ( int i = 0; i < values.Length; i++ )
values[i] = Math.Clamp( values[i], 0f, 1f );
}
static byte[] Quantize( float[] values, int resolution, HeightmapConvertSettings settings )
{
bool flip = settings.FlipVertical;
if ( settings.BitDepth == HeightBitDepth.Bit8 )
{
var bytes = new byte[resolution * resolution];
for ( int y = 0; y < resolution; y++ )
{
int srcY = flip ? resolution - 1 - y : y;
for ( int x = 0; x < resolution; x++ )
{
float v = Math.Clamp( values[srcY * resolution + x], 0f, 1f );
bytes[y * resolution + x] = (byte)MathF.Round( v * byte.MaxValue );
}
}
return bytes;
}
else
{
bool little = settings.ByteOrder == HeightByteOrder.LittleEndian;
var bytes = new byte[resolution * resolution * 2];
for ( int y = 0; y < resolution; y++ )
{
int srcY = flip ? resolution - 1 - y : y;
for ( int x = 0; x < resolution; x++ )
{
float v = Math.Clamp( values[srcY * resolution + x], 0f, 1f );
ushort h = (ushort)MathF.Round( v * ushort.MaxValue );
int o = (y * resolution + x) * 2;
if ( little )
{
bytes[o] = (byte)(h & 0xFF);
bytes[o + 1] = (byte)(h >> 8);
}
else
{
bytes[o] = (byte)(h >> 8);
bytes[o + 1] = (byte)(h & 0xFF);
}
}
}
return bytes;
}
}
/// <summary>
/// Rounds a value down to the nearest power of two.
/// </summary>
public static int RoundDownToPowerOfTwo( int value )
{
if ( value < 1 ) return 1;
value |= value >> 1;
value |= value >> 2;
value |= value >> 4;
value |= value >> 8;
value |= value >> 16;
return value - (value >> 1);
}
}
using Sandbox.Citizen;
namespace ShrimpleCharacterController;
[Hide]
public sealed class ShrimpleFlyer : Component
{
[RequireComponent]
public ShrimpleCharacterController Controller { get; set; }
public GameObject Camera { get; set; }
[Property]
[Range(400f, 1600f)]
public float WalkSpeed { get; set; } = 800f;
[Property]
[Range(800f, 4000f)]
public float RunSpeed { get; set; } = 2400f;
public Angles EyeAngles { get; set; }
protected override void OnStart()
{
base.OnStart();
Camera = new GameObject(true, "Camera");
Camera.SetParent(GameObject);
var cameraComponent = Camera.Components.Create<CameraComponent>();
cameraComponent.ZFar = 32768f;
}
protected override void OnFixedUpdate()
{
base.OnFixedUpdate();
var isDucking = Input.Down("Duck");
var isRunning = Input.Down("Run");
var ascending = Input.Down("Jump") ? 1f : 0f;
var descending = Input.Down("Duck") ? -1f : 0f;
var wishSpeed = isRunning ? RunSpeed : WalkSpeed;
var wishDirection = (Input.AnalogMove + Vector3.Up * (ascending + descending)).Normal * EyeAngles.ToRotation();
Controller.WishVelocity = wishDirection * wishSpeed;
Controller.Move();
}
protected override void OnUpdate()
{
base.OnUpdate();
EyeAngles += Input.AnalogLook;
EyeAngles = EyeAngles.WithPitch(MathX.Clamp(EyeAngles.pitch, -40f, 40f));
var cameraOffset = Vector3.Up * 70f + Vector3.Backward * 760f;
Camera.WorldRotation = EyeAngles.ToRotation();
Camera.LocalPosition = cameraOffset * Camera.WorldRotation;
}
}
#if DEBUG
using Sandbox.Reactivity.Internals;
using Sandbox.UI;
namespace Sandbox.Reactivity.Editor.Debugger;
// ReSharper disable once ClassNeverInstantiated.Global
[Dock("Editor", "Reactivity Debugger", "local_fire_department")]
internal sealed partial class DebuggerWidget : Widget
{
private readonly TreeView _tree;
public DebuggerWidget(Widget? parent)
: base(parent)
{
Layout = new Column
{
Spacing = 2,
Children =
[
new Widget
{
Layout = new Row
{
Spacing = 2,
Children =
[
// TODO: search bar
new Widget
{
HorizontalSizeMode = SizeMode.Flexible,
},
new Widget
{
BackgroundColor = Theme.ControlBackground,
BorderRadius = Theme.ControlRadius,
Layout = new Row
{
Children =
[
new ToolButton("Settings", "more_vert", this)
{
MouseLeftPress = () => Settings<DebuggerWidget>.OpenContextMenu(this),
},
],
},
},
],
},
},
new Widget
{
BackgroundColor = Theme.ControlBackground,
BorderRadius = Theme.ControlRadius,
Layout = new Column
{
Children =
[
_tree = new TreeView
{
Margin = new Margin(8, 0),
SelectionOverride = () => EditorUtility.InspectorObject,
},
],
},
},
],
};
Effect.OnEffectRootCreated += OnEffectRootCreated;
}
public override void OnDestroyed()
{
foreach (var item in _tree.Items) // .Items makes a copy
{
if (item is EffectTreeNode node)
{
node.Dispose();
}
}
_tree.Clear();
Effect.OnEffectRootCreated -= OnEffectRootCreated;
}
private void OnEffectRootCreated(Effect root)
{
if (root.IsDisposed)
{
// just in case - effects from other scenes (e.g. prefab editors) might cause this to happen
return;
}
if (!ShowUiEffects && root.Parent is IReactivePanel)
{
return;
}
if (!ShowGameplayEffects && root.Parent is (Component or GameObject) and not IReactivePanel)
{
return;
}
var node = new EffectTreeNode(root);
_tree.AddItem(node);
if (AutoExpand)
{
_tree.Open(node, true);
}
}
}
#endif
#if DEBUG
using Sandbox.Reactivity.Internals;
namespace Sandbox.Reactivity.Editor.Inspector;
internal class SerializedReactiveObjectProperty(IReactiveObject reactive) : SerializedProperty
{
protected readonly IReactiveObject ReactiveObject = reactive;
public override string Name { get; } = reactive.Name ?? "Reactive Object";
public override string DisplayName => Name;
public override Type PropertyType => ReactiveObject.GetType();
public override bool IsEditable => false;
public override bool IsValid => ReactiveObject is not Effect { IsDisposed: true } && base.IsValid;
public override void SetValue<T>(T value)
{
}
public override T GetValue<T>(T defaultValue = default!)
{
return ValueToType(ReactiveObject, defaultValue);
}
}
#endif
global using static Sandbox.Internal.GlobalGameNamespace;
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "Reactivity" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "reactivity" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "igor" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "igor.reactivity" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "26" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]
[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v9.0", FrameworkDisplayName = ".NET 9.0" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "2026-06-27T21:09:21.7423840Z" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.111.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.111.0")]using System.Runtime.CompilerServices;
namespace Sandbox.Reactivity.Internals.Runtimes;
internal sealed class Runtime : IDisposable
{
/// <summary>
/// Effects that are waiting to run due to reactivity changes.
/// </summary>
private readonly Queue<Effect> _pendingEffects = new(16);
/// <summary>
/// How many effects have run during a flush operation.
/// </summary>
private uint _flushDepth;
/// <summary>
/// Whether pending effects are currently being run.
/// </summary>
private bool _isFlushing;
/// <summary>
/// The currently executing effect.
/// </summary>
public Effect? CurrentEffect { get; set; }
/// <summary>
/// The currently executing reaction.
/// </summary>
public IReaction? CurrentReaction { get; set; }
/// <summary>
/// A monotonically increasing counter that's incremented when an <see cref="IProducer" /> updates its current
/// value.
/// </summary>
public uint Version { get; set; } = 1;
/// <summary>
/// Whether dependency tracking is currently disabled.
/// </summary>
public bool IsUntracking { get; set; }
/// <summary>
/// Whether a flush was scheduled to run at the end of the frame.
/// </summary>
public bool IsFlushScheduled { get; private set; }
/// <summary>
/// Whether an effect is currently executing its teardown function. This is used by producers to skip any
/// recomputation when accessed to ensure the previous value is returned.
/// </summary>
public bool IsRunningTeardown { get; set; }
public void Dispose()
{
_pendingEffects.Clear();
CurrentEffect = null;
CurrentReaction = null;
Version = uint.MaxValue;
IsUntracking = true;
IsFlushScheduled = false;
_isFlushing = false;
}
/// <summary>
/// Returns the currently executing effect.
/// </summary>
/// <exception cref="InvalidOperationException">
/// Thrown if there is no effect that is currently executing.
/// </exception>
public Effect EnsureCurrentEffect([CallerMemberName] string name = "Effect")
{
return CurrentEffect ?? throw new InvalidOperationException(name + " must be created in an effect root");
}
public void ScheduleEffect(Effect effect)
{
_pendingEffects.Enqueue(effect);
if (!IsFlushScheduled && !_isFlushing)
{
IsFlushScheduled = true;
}
}
/// <summary>
/// Empties the queue of effects that are scheduled to run due to one of their dependencies changing. This should
/// only be run when you want an effect to re-run immediately after changing a reactive value.
/// </summary>
public void Flush()
{
if (_isFlushing)
{
return;
}
_isFlushing = true;
IsFlushScheduled = false;
try
{
while (_pendingEffects.TryDequeue(out var effect))
{
if (_flushDepth++ > 1000)
{
_pendingEffects.Clear();
_pendingEffects.TrimExcess(16);
#if DEBUG
var exception = new InfiniteLoopException(_effectExecutions);
OnFlushInfiniteLoop?.Invoke(exception);
throw exception;
#else
throw new InfiniteLoopException();
#endif
}
if (effect.ShouldRun)
{
effect.Run();
#if DEBUG
_effectExecutions[effect] = _effectExecutions.GetValueOrDefault(effect) + 1;
#endif
}
}
}
finally
{
_flushDepth = 0;
_isFlushing = false;
#if DEBUG
_effectExecutions.Clear();
#endif
}
}
#if DEBUG
/// <summary>
/// Which effects have executing during the current flush, and how many times they've executed.
/// </summary>
private readonly Dictionary<Effect, int> _effectExecutions = [];
/// <summary>
/// Called when an infinite loop occurred during a flush.
/// </summary>
public static event Action<InfiniteLoopException>? OnFlushInfiniteLoop;
#endif
}
#if SANDBOX
using System.Diagnostics;
using Sandbox.Reactivity.Internals;
using Sandbox.UI;
using static Sandbox.Reactivity.Reactive;
#if JETBRAINS_ANNOTATIONS
using JetBrains.Annotations;
#endif
namespace Sandbox.Reactivity;
/// <summary>
/// The reactive counterpart to <see cref="Panel" /> that allows usage of reactive properties.
/// </summary>
/// <remarks>
/// Make sure you set up an effect root using <see cref="PanelRoot" /> at the top of your razor markup:
/// <code>
/// @{ using var _ = PanelRoot(); }
/// </code>
/// Engine limitations prevent this from being done automatically.
/// </remarks>
#if JETBRAINS_ANNOTATIONS
[PublicAPI]
#endif
public class ReactivePanel : Panel, IReactivePropertyContainer, IReactivePanel
{
private Effect? _effectRoot;
private Effect? _renderEffectRoot;
private int _version;
public ReactivePanel()
{
var parent = Runtime.CurrentEffect;
_effectRoot = new Effect([StackTraceHidden] [DebuggerStepThrough]() =>
{
OnActivate();
return null;
},
parent,
false);
_effectRoot.SetDebugInfo(DisplayInfo.For(this).Name,
DisplayInfo.For(this).Icon,
new CallLocation(GetType(), nameof(OnActivate)),
parent ?? (object?)this);
_effectRoot.Run();
}
Effect? IReactivePanel.RenderEffectRoot
{
get => _renderEffectRoot;
set => _renderEffectRoot = value;
}
int IReactivePanel.Version
{
get => _version;
set => _version = value;
}
Dictionary<int, IProducer> IReactivePropertyContainer.Producers { get; } = [];
protected ReactivePanelScope PanelRoot()
{
return new ReactivePanelScope(this);
}
public sealed override void Delete(bool immediate = false)
{
_renderEffectRoot?.Dispose();
_renderEffectRoot = null;
_effectRoot?.Dispose();
_effectRoot = null;
base.Delete(immediate);
}
protected sealed override int BuildHash()
{
return _version;
}
/// <summary>
/// Called inside an effect root when this panel is instantiated, allowing for effects to be created. When this
/// panel is deleted, the effect root (and all of its descendants) are disposed.
/// </summary>
protected virtual void OnActivate()
{
}
}
#endif
#if SANDBOX
using Sandbox.Reactivity.Internals;
#if JETBRAINS_ANNOTATIONS
using JetBrains.Annotations;
#endif
// we can't wrap the BuildRenderTree method for razor components, so we need something that can set up the proper
// scope inside the markup itself
namespace Sandbox.Reactivity;
/// <summary>
/// A disposable that's used to enable reactivity for a <see cref="ReactivePanelComponent" /> or
/// <see cref="ReactivePanel" /> during rendering.
/// </summary>
#if JETBRAINS_ANNOTATIONS
[PublicAPI]
#endif
public readonly ref struct ReactivePanelScope : IDisposable
{
private readonly Effect.ExecutionScope _executionScope;
internal ReactivePanelScope(IReactivePanel panel)
{
if (panel.RenderEffectRoot is { } previousRoot)
{
// don't teardown previous root since we're already building the render tree by this point
previousRoot.Dispose(false);
}
// nested panels don't render immediately when a containing panel's tree is rendering, so the parent is
// always null anyway
var effectRoot = new Effect(null, null, true, () => panel.Version++);
effectRoot.SetDebugInfo(panel.GetType().ToSimpleString(false) + " (Render)",
panel is ReactivePanel ? "view_quilt" : "monitor",
new CallLocation(2),
panel is ReactivePanel reactive ? reactive.GameObject?.GetComponent<IReactivePanel>() : panel);
panel.RenderEffectRoot = effectRoot;
_executionScope = new Effect.ExecutionScope(effectRoot);
}
public void Dispose()
{
_executionScope.Dispose();
}
}
#endif
#if SANDBOX
namespace Sandbox.Reactivity.Internals;
/// <summary>
/// Maintains a list of types that are assignable to the given type.
/// </summary>
internal static class TypeHierarchy<T>
{
/// <summary>
/// All types that are assignable to <typeparamref name="T"/>.
/// </summary>
[SkipHotload]
// ReSharper disable once StaticMemberInGenericType
public static readonly IEnumerable<Type> Types;
static TypeHierarchy()
{
// since this is most likely going to be used for simple event types, we're going to assume that the hierarchy
// won't be very large and that checking a list would be faster than hashing for a set
var next = typeof(T);
var hierarchy = new List<Type>();
while (next != null)
{
hierarchy.Add(next);
foreach (var type in next.GetInterfaces())
{
if (!hierarchy.Contains(type))
{
hierarchy.Add(type);
}
}
next = next.BaseType;
if (next == typeof(object))
{
break;
}
}
Types = hierarchy;
}
}
#endif
#if JETBRAINS_ANNOTATIONS
#endif
namespace Sandbox.Reactivity;
/// <summary>
/// An object that contains a reactive value. Reading the value inside an effect will cause it to re-run when it
/// changes.
/// </summary>
/// <typeparam name="T">The type of value this object contains.</typeparam>
/// <remarks>
/// This can be used to abstract over a <see cref="State{T}" /> or <see cref="Derived{T}" /> as needed.
/// </remarks>
#if JETBRAINS_ANNOTATIONS
#endif
public interface IState<T>
{
/// <summary>
/// The current value.
/// </summary>
T Value { get; set; }
}
/// <inheritdoc cref="IState{T}" />
#if JETBRAINS_ANNOTATIONS
#endif
public interface IReadOnlyState<out T>
{
/// <inheritdoc cref="IState{T}.Value" />
T Value { get; }
}
using System.Text.Json.Serialization;
namespace Grains.RazorDesigner.Document;
public sealed record CheckboxPayload : Payload
{
[JsonIgnore]
public override ControlType Kind => ControlType.Checkbox;
// Checkbox label text. Overrides Payload.Content (neutral default "").
public override string Content { get; init; } = "";
public override Length CheckboxSize { get; init; } = Length.Px( 16 );
}
using Editor;
using Grains.RazorDesigner.Document;
using Sandbox;
namespace Grains.RazorDesigner.Inspector;
[CustomEditor( typeof( Edges ) )]
public sealed class EdgesControlWidget : ControlWidget
{
private const string LogPrefix = "[Grains.RazorDesigner]";
public override bool SupportsMultiEdit => true;
private readonly EdgesProxy _proxy;
private readonly SerializedObject _proxySerialized;
// Synchronous change events on both sides; without this guard SetValue would loop.
private bool _syncing;
private sealed class EdgesProxy
{
public Length Top { get; set; } = Length.Px( 0 );
public Length Right { get; set; } = Length.Px( 0 );
public Length Bottom { get; set; } = Length.Px( 0 );
public Length Left { get; set; } = Length.Px( 0 );
}
public EdgesControlWidget( SerializedProperty property ) : base( property )
{
Log.Info( $"{LogPrefix} EdgesControlWidget ctor for {property.Name}" );
Layout = Layout.Column();
Layout.Spacing = 2;
_proxy = new EdgesProxy();
_proxySerialized = EditorTypeLibrary.GetSerializedObject( _proxy );
var topRow = Layout.Add( Layout.Row() );
topRow.Spacing = 2;
AddSide( topRow, nameof( EdgesProxy.Top ), "border_top" );
AddSide( topRow, nameof( EdgesProxy.Right ), "border_right" );
var bottomRow = Layout.Add( Layout.Row() );
bottomRow.Spacing = 2;
AddSide( bottomRow, nameof( EdgesProxy.Bottom ), "border_bottom" );
AddSide( bottomRow, nameof( EdgesProxy.Left ), "border_left" );
_proxySerialized.OnPropertyChanged += OnProxyChanged;
SyncFromProperty();
}
private void AddSide( Layout row, string propName, string icon )
{
var prop = _proxySerialized.GetProperty( propName );
var lengthWidget = new LengthControlWidget( prop, icon );
row.Add( lengthWidget, 1 );
}
protected override void PaintControl()
{
// nothing
}
private void SyncFromProperty()
{
if ( _syncing ) return;
_syncing = true;
try
{
var e = SerializedProperty.GetValue<Edges>( Edges.Zero );
_proxySerialized.GetProperty( nameof( EdgesProxy.Top ) ).SetValue( e.Top );
_proxySerialized.GetProperty( nameof( EdgesProxy.Right ) ).SetValue( e.Right );
_proxySerialized.GetProperty( nameof( EdgesProxy.Bottom ) ).SetValue( e.Bottom );
_proxySerialized.GetProperty( nameof( EdgesProxy.Left ) ).SetValue( e.Left );
}
finally
{
_syncing = false;
}
}
private void OnProxyChanged( SerializedProperty property )
{
if ( _syncing ) return;
if ( ReadOnly || !SerializedProperty.IsEditable )
return;
_syncing = true;
try
{
var newValue = new Edges( _proxy.Top, _proxy.Right, _proxy.Bottom, _proxy.Left );
Log.Info( $"{LogPrefix} EdgesControlWidget OnProxyChanged {newValue}" );
PropertyStartEdit();
SerializedProperty.SetValue( newValue );
SignalValuesChanged();
PropertyFinishEdit();
}
finally
{
_syncing = false;
}
}
protected override void OnValueChanged()
{
base.OnValueChanged();
SyncFromProperty();
}
}
using System;
using System.Collections.Generic;
using Editor;
using Grains.RazorDesigner.Common;
using Grains.RazorDesigner.Contracts;
using Grains.RazorDesigner.Document;
using Grains.RazorDesigner.Templates;
using Sandbox;
namespace Grains.RazorDesigner.Palette;
public class PalettePanel : Widget
{
private const string LogPrefix = "[Grains.RazorDesigner]";
private const string CookiePrefix = "razordesigner.palette.";
// Click-to-add target. Window decides where the new record goes (typically active selection or root).
public event Action<ControlType> TypeAddRequested;
// Click-to-add a saved template. Window decides where to insert.
public event Action<PaletteTemplate> TemplateAddRequested;
private readonly PaletteTemplateStore _templateStore = new();
private CollapsibleSection _templatesSection;
private WrapPanel _templatesWrap;
public PaletteTemplateStore TemplateStore => _templateStore;
public PalettePanel( Widget parent ) : base( parent )
{
Layout = Layout.Column();
Layout.Margin = 0;
Layout.Spacing = 0;
MinimumWidth = 180;
VerticalSizeMode = SizeMode.CanGrow;
var byCategory = new Dictionary<ControlCategory, List<ControlType>>();
foreach ( ControlType type in Enum.GetValues( typeof( ControlType ) ) )
{
var cat = ControlDefaults.For( type ).Category;
if ( !byCategory.TryGetValue( cat, out var list ) )
{
list = new List<ControlType>();
byCategory[cat] = list;
}
list.Add( type );
}
// Templates section (top of palette). Hidden when store is empty; rebuilt on Changed.
_templatesSection = new CollapsibleSection( this, "Templates", "bookmark" );
_templatesWrap = new WrapPanel( null )
{
MinItemWidth = 92,
ItemHeight = (int)( Theme.RowHeight + 4 ),
HSpacing = 4,
VSpacing = 4,
PaddingLeft = 4,
PaddingTop = 4,
PaddingRight = 14,
PaddingBottom = 4,
};
_templatesSection.BodyLayout.Add( _templatesWrap );
var templatesCookie = $"{CookiePrefix}templates.expanded";
_templatesSection.Expanded = EditorCookie.Get<bool>( templatesCookie, true );
_templatesSection.ExpandedChanged += expanded =>
{
EditorCookie.Set( templatesCookie, expanded );
Log.Info( $"{LogPrefix} Palette Templates {(expanded ? "expanded" : "collapsed")}" );
};
Layout.Add( _templatesSection );
_templateStore.Changed += RebuildTemplatesSection;
_templateStore.Scan(); // initial fill (also fires Changed and rebuilds the section)
foreach ( ControlCategory cat in Enum.GetValues( typeof( ControlCategory ) ) )
{
if ( !byCategory.TryGetValue( cat, out var list ) ) continue;
var section = new CollapsibleSection(
this,
ControlDefaults.CategoryDisplayName( cat ),
CategoryIcon( cat ) );
var wrap = new WrapPanel( null )
{
MinItemWidth = 92,
ItemHeight = (int)( Theme.RowHeight + 4 ),
HSpacing = 4,
VSpacing = 4,
PaddingLeft = 4,
PaddingTop = 4,
PaddingRight = 14, // clear the ScrollArea's vertical scrollbar
PaddingBottom = 4,
};
section.BodyLayout.Add( wrap );
foreach ( var t in list )
new PaletteTypeButton( wrap, this, t );
var cookieKey = $"{CookiePrefix}{cat}.expanded";
section.Expanded = EditorCookie.Get<bool>( cookieKey, DefaultExpanded( cat ) );
section.ExpandedChanged += expanded =>
{
EditorCookie.Set( cookieKey, expanded );
Log.Info( $"{LogPrefix} Palette category {cat} {(expanded ? "expanded" : "collapsed")}" );
};
Layout.Add( section );
}
Layout.AddStretchCell();
Log.Info( $"{LogPrefix} PalettePanel ctor (icon grid, {byCategory.Count} categories)" );
}
internal void NotifyTypeClicked( ControlType type )
{
Log.Info( $"{LogPrefix} PalettePanel.NotifyTypeClicked: {type}" );
TypeAddRequested?.Invoke( type );
}
internal void NotifyTemplateClicked( PaletteTemplate template )
{
Log.Info( $"{LogPrefix} PalettePanel.NotifyTemplateClicked: \"{template.Name}\"" );
TemplateAddRequested?.Invoke( template );
}
internal void RequestTemplateDelete( PaletteTemplate template )
{
var dialog = new Editor.Dialog( this );
dialog.Window.WindowTitle = "Delete template";
dialog.Window.SetWindowIcon( "delete" );
dialog.Window.SetModal( true, true );
dialog.Window.MinimumWidth = 320;
dialog.Layout = Layout.Column();
dialog.Layout.Margin = 16;
dialog.Layout.Spacing = 10;
dialog.Layout.Add( new Editor.Label( dialog )
{
Text = $"Delete template \"{template.Name}\"?",
} );
var hint = new Editor.Label( dialog )
{
Text = "Already-instantiated copies in open documents are unaffected.",
};
hint.SetStyles( "color: #888; font-size: 11px;" );
dialog.Layout.Add( hint );
var buttonRow = dialog.Layout.Add( Layout.Row() );
buttonRow.Spacing = 6;
buttonRow.AddStretchCell();
var cancel = new Editor.Button( dialog ) { Text = "Cancel", MinimumWidth = 72 };
cancel.MouseLeftPress += () => dialog.Close();
buttonRow.Add( cancel );
var del = new Editor.Button( dialog ) { Text = "Delete", MinimumWidth = 72 };
del.SetStyles( "color: #e07070;" );
del.MouseLeftPress += () =>
{
Log.Info( $"{LogPrefix} Palette delete confirmed: \"{template.Name}\"" );
_templateStore.Delete( template );
dialog.Close();
};
buttonRow.Add( del );
dialog.Window.AdjustSize();
dialog.Show();
}
private void RebuildTemplatesSection()
{
var templates = _templateStore.All;
// Hide the entire section (header + body) when there are no templates.
_templatesSection.Visible = templates.Count > 0;
using ( Editor.SuspendUpdates.For( _templatesWrap ) )
{
_templatesWrap.DestroyChildren();
foreach ( var t in templates )
new PaletteTemplateButton( _templatesWrap, this, t );
}
_templatesWrap.Relayout();
_templatesWrap.UpdateGeometry();
_templatesSection.UpdateGeometry();
UpdateGeometry();
Log.Info( $"{LogPrefix} PalettePanel.RebuildTemplatesSection: {templates.Count} tile(s), section.Visible={_templatesSection.Visible}" );
}
private static bool DefaultExpanded( ControlCategory cat ) =>
cat is ControlCategory.Layout or ControlCategory.Display or ControlCategory.Input;
private static string CategoryIcon( ControlCategory cat ) => cat switch
{
ControlCategory.Layout => "view_quilt",
ControlCategory.Display => "visibility",
ControlCategory.Input => "edit",
ControlCategory.Form => "list_alt",
_ => "category",
};
private sealed class PaletteTypeButton : Widget
{
private readonly PalettePanel _owner;
private readonly ControlType _type;
// InspectorIcon comes from the contract (engine-fidelity); drag defaults from ControlDefaults.
private readonly string _icon;
public PaletteTypeButton( Widget parent, PalettePanel owner, ControlType type ) : base( parent )
{
_owner = owner;
_type = type;
_icon = ContractScanner.Table.Get( type ).InspectorIcon;
ToolTip = type.ToString();
Cursor = CursorShape.Finger;
MouseTracking = true;
IsDraggable = true;
}
protected override void OnPaint()
{
var rect = LocalRect.Shrink( 1 );
Paint.Antialiasing = true;
Paint.TextAntialiasing = true;
var tint = ControlPresentation.IconTint( _type );
var fillAlpha = Paint.HasMouseOver ? 0.35f : 0.15f;
var borderAlpha = Paint.HasMouseOver ? 0.55f : 0.25f;
Paint.SetBrush( tint.WithAlpha( fillAlpha ) );
Paint.SetPen( tint.WithAlpha( borderAlpha ) );
Paint.DrawRect( rect, 3 );
var hoverOpacity = Paint.HasMouseOver ? 1f : 0.85f;
var iconRect = new Rect( rect.Left + 4, rect.Top, 20, rect.Height );
Paint.SetPen( tint.WithAlphaMultiplied( hoverOpacity ) );
Paint.DrawIcon( iconRect, _icon, 16, TextFlag.Center );
var textRect = rect;
textRect.Left = iconRect.Right + 2;
textRect.Right -= 4;
Paint.SetPen( Theme.Text.WithAlphaMultiplied( hoverOpacity ) );
Paint.SetDefaultFont();
Paint.DrawText( textRect, _type.ToString(), TextFlag.LeftCenter );
}
protected override void OnMouseClick( MouseEvent e )
{
base.OnMouseClick( e );
if ( e.LeftMouseButton )
_owner.NotifyTypeClicked( _type );
}
protected override void OnDragStart()
{
base.OnDragStart();
var drag = new Drag( this );
drag.Data.Object = _type;
drag.Data.Text = $"palette:{_type}";
drag.Execute();
Log.Info( $"{LogPrefix} PaletteTypeButton.OnDragStart: {_type}" );
}
}
private sealed class PaletteTemplateButton : Widget
{
private readonly PalettePanel _owner;
private readonly PaletteTemplate _template;
public PaletteTemplateButton( Widget parent, PalettePanel owner, PaletteTemplate template ) : base( parent )
{
_owner = owner;
_template = template;
ToolTip = template.Name;
Cursor = CursorShape.Finger;
MouseTracking = true;
IsDraggable = true;
}
protected override void OnPaint()
{
var rect = LocalRect.Shrink( 1 );
Paint.Antialiasing = true;
Paint.TextAntialiasing = true;
var tint = ControlPresentation.TemplateTint;
var fillAlpha = Paint.HasMouseOver ? 0.18f : 0.08f;
var borderAlpha = Paint.HasMouseOver ? 0.55f : 0.25f;
Paint.SetBrush( tint.WithAlpha( fillAlpha ) );
Paint.SetPen( tint.WithAlpha( borderAlpha ) );
Paint.DrawRect( rect, 3 );
var hoverOpacity = Paint.HasMouseOver ? 1f : 0.85f;
var iconRect = new Rect( rect.Left + 4, rect.Top, 20, rect.Height );
var icon = string.IsNullOrEmpty( _template.IconName ) ? "bookmark" : _template.IconName;
Paint.SetPen( tint.WithAlphaMultiplied( hoverOpacity ) );
Paint.DrawIcon( iconRect, icon, 16, TextFlag.Center );
var textRect = rect;
textRect.Left = iconRect.Right + 2;
textRect.Right -= 4;
Paint.SetPen( Theme.Text.WithAlphaMultiplied( hoverOpacity ) );
Paint.SetDefaultFont();
Paint.DrawText( textRect, _template.Name, TextFlag.LeftCenter );
}
protected override void OnMouseClick( MouseEvent e )
{
base.OnMouseClick( e );
if ( e.LeftMouseButton )
_owner.NotifyTemplateClicked( _template );
}
protected override void OnContextMenu( ContextMenuEvent e )
{
base.OnContextMenu( e );
var menu = new Menu( this );
menu.AddOption( "Delete…", "delete", () => _owner.RequestTemplateDelete( _template ) );
menu.OpenAtCursor();
e.Accepted = true;
}
protected override void OnDragStart()
{
base.OnDragStart();
var drag = new Drag( this );
drag.Data.Object = _template;
drag.Data.Text = $"template:{_template.Name}";
drag.Execute();
Log.Info( $"{LogPrefix} PaletteTemplateButton.OnDragStart: \"{_template.Name}\"" );
}
}
}
namespace Grains.RazorDesigner.Projection.CSharp;
public abstract record CSharpOp;
// File-level scaffold
public sealed record HeaderBanner( string ClassName, string Namespace ) : CSharpOp;
public sealed record UsingDirective( string Namespace ) : CSharpOp;
public sealed record NamespaceOpen( string Namespace ) : CSharpOp;
public sealed record ClassOpen( string ClassName, string BaseClass ) : CSharpOp;
public sealed record ClassClose() : CSharpOp;
public sealed record FieldDecl(
string Visibility, string Type, string Name, string InitialExpr,
bool IsParameter, bool IsProperty = false ) : CSharpOp;
public sealed record MethodOpen(
string Visibility, bool IsOverride, bool IsAsync,
string ReturnType, string Name, string ParameterList ) : CSharpOp;
public sealed record MethodClose() : CSharpOp;
// Body-level
public sealed record Statement( string Code ) : CSharpOp; // single `;`-terminated line
public sealed record BlockOpen( string Header ) : CSharpOp; // e.g. `if ( <cond> )` — applier writes "<header> {\n" and indents
public sealed record BlockClose() : CSharpOp;
public sealed record BlankLine() : CSharpOp;
public sealed record Comment( string Text ) : CSharpOp; // `// <text>`
using System.Collections.Generic;
using Grains.RazorDesigner.Projection.CSharp.Projectors;
namespace Grains.RazorDesigner.Projection.CSharp;
public static class CSharpProjector
{
public static CSharpResult Project(
IReadOnlyWiring wiring,
bool documentHasAnyBindings )
{
if ( wiring.Symbols.Count == 0 && !documentHasAnyBindings )
return new CSharpResult( System.Array.Empty<CSharpOp>(), null );
var ctx = new CSharpProjectorContext( wiring );
var ops = new List<CSharpOp>( 64 );
ops.Add( new HeaderBanner( wiring.ClassName, wiring.Namespace ) );
ops.Add( new UsingDirective( "Sandbox" ) );
ops.Add( new UsingDirective( "Sandbox.UI" ) );
foreach ( var u in wiring.Usings )
ops.Add( new UsingDirective( u ) );
ops.Add( new NamespaceOpen( wiring.Namespace ) );
ops.Add( new ClassOpen( wiring.ClassName, wiring.BaseClass ) );
// Step 3: body. SymbolProjector handles grouping + sorting + per-kind dispatch.
SymbolProjector.EmitAll( wiring, ops, ctx );
ops.Add( new ClassClose() );
var source = CSharpApplier.Apply( ops ).Replace( "\r\n", "\n" );
return new CSharpResult( ops, source );
}
}
using System.Collections.Generic;
using Grains.RazorDesigner.Wiring;
namespace Grains.RazorDesigner.Projection.CSharp.Projectors;
public static class ParameterSymbolProjector
{
public static void Emit( ParameterSymbol s, List<CSharpOp> ops, CSharpProjectorContext ctx )
{
var initial = s.Initial is null ? "default" : ExpressionEmitter.Emit( s.Initial, ctx );
ops.Add( new FieldDecl(
Visibility: "public", Type: s.Type, Name: s.Name,
InitialExpr: initial, IsParameter: true ) );
}
}
namespace Grains.RazorDesigner.Projection;
public static class Escape
{
public static string Html( string s )
{
if ( string.IsNullOrEmpty( s ) ) return "";
return s
.Replace( "&", "&" )
.Replace( "<", "<" )
.Replace( ">", ">" )
.Replace( "\"", """ );
}
}
using System;
using System.Collections.Generic;
using Sandbox; // Color
namespace Grains.RazorDesigner.Projection;
public interface IReadOnlyStateRule
{
Document.PseudoKind State { get; }
Document.NthChildMode NthChildMode { get; }
int NthChildArg { get; }
IAppearance Delta { get; }
public static int CompareCanonical( IReadOnlyStateRule a, IReadOnlyStateRule b )
{
int c = ((int)a.State).CompareTo( (int)b.State );
if ( c != 0 ) return c;
c = ((int)a.NthChildMode).CompareTo( (int)b.NthChildMode );
if ( c != 0 ) return c;
return a.NthChildArg.CompareTo( b.NthChildArg );
}
}
public interface IReadOnlyNode
{
Guid Id { get; }
string Kind { get; } // == ControlType.ToString()
string ClassName { get; }
IAppearance Appearance { get; }
IPayload Payload { get; }
IReadOnlyList<IReadOnlyNode> Children { get; } // non-slot children
IReadOnlyDictionary<string, IReadOnlyList<IReadOnlyNode>> Slots { get; } // slot-name -> slot children (only SplitContainer populates)
IReadOnlyList<IReadOnlyStateRule> StateRules { get; } // per-state style deltas; canonical order not guaranteed here (the Applier sorts)
}
public interface IAppearance
{
// Layout
Document.Length Width { get; }
Document.Length Height { get; }
// Flex container
Document.FlexDirection Direction { get; }
Document.JustifyContent Justify { get; }
Document.AlignItems Align { get; }
float Gap { get; }
Document.Edges Padding { get; }
Document.FlexWrap Wrap { get; }
// Positioning (grd-7t2z)
Document.PositionKind Position { get; }
Document.Length Top { get; }
Document.Length Left { get; }
Document.Length Right { get; }
Document.Length Bottom { get; }
// Flex self
float FlexGrow { get; }
float FlexShrink { get; }
Document.Length FlexBasis { get; }
Document.AlignSelfKind AlignSelf { get; }
// Typography + OverrideTypography
bool OverrideTypography { get; }
string FontFamily { get; }
Document.Length FontSize { get; }
int FontWeight { get; }
Color Color { get; }
Document.TextAlignment TextAlign { get; }
bool FontStyleItalic { get; }
Document.TextTransformKind TextTransform { get; }
Document.Length LetterSpacing { get; }
Document.Length LineHeight { get; }
// Background + OverrideBackground
bool OverrideBackground { get; }
Color BackgroundColor { get; }
string BackgroundImage { get; }
string BackgroundSize { get; }
string BackgroundPosition { get; }
string BackgroundRepeat { get; }
// Border + OverrideBorder
bool OverrideBorder { get; }
Document.Length BorderRadius { get; }
Color BorderColor { get; }
Document.Length BorderWidth { get; }
// Effects + OverrideEffects
bool OverrideEffects { get; }
Document.Length BoxShadowX { get; }
Document.Length BoxShadowY { get; }
Document.Length BoxShadowBlur { get; }
Color BoxShadowColor { get; }
bool BoxShadowInset { get; }
float Opacity { get; }
// Constraints + OverrideConstraints
bool OverrideConstraints { get; }
Document.Edges Margin { get; }
Document.Length MinWidth { get; }
Document.Length MaxWidth { get; }
Document.Length MinHeight { get; }
Document.Length MaxHeight { get; }
// Interaction + OverrideInteraction
bool OverrideInteraction { get; }
Document.CursorKind Cursor { get; }
Document.OverflowKind Overflow { get; }
int ZIndex { get; }
bool PointerEvents { get; }
}
public interface IPayload
{
string Content { get; } // Label/Button text; Checkbox label
string Placeholder { get; } // TextEntry
string Source { get; } // Image src
string IconName { get; } // IconPanel glyph
Document.Length CheckboxSize { get; } // Checkbox box size
}
using System.Collections.Generic;
using Grains.RazorDesigner.Projection.Appearance;
using Grains.RazorDesigner.Projection.Razor;
namespace Grains.RazorDesigner.Projection.Projectors;
[Projector( "Button" )]
public sealed class ButtonProjector : IControlProjector
{
public string Kind => "Button";
public ProjectionResult Project( IReadOnlyNode node, IAppearance a, IPayload p, ProjectionContext ctx )
{
var scss = AppearanceScss.Emit(
a,
isRoot: node.ClassName == Document.DesignerDocument.RootClassName,
isContainer: false,
childCount: 0,
isLabel: false,
isCheckbox: false,
checkboxSize: default );
var nodeId = node.Id.ToString();
var ops = new PanelOp[]
{
new SetAttribute( "data-grd-node-id", nodeId ),
new SetInnerText( p.Content ?? "" ),
};
var razorAttrs = new[] { RazorEmit.Attr( "data-grd-node-id", nodeId ) };
return new ProjectionResult(
PanelOps: ops,
ScssLines: scss,
RazorAttributes: razorAttrs,
RazorInnerText: Escape.Html( p.Content ?? "" ) );
}
}
using System.Collections.Generic;
using Grains.RazorDesigner.Projection.Appearance;
using Grains.RazorDesigner.Projection.Razor;
namespace Grains.RazorDesigner.Projection.Projectors;
[Projector( "Field" )]
public sealed class FieldProjector : IControlProjector
{
public string Kind => "Field";
public ProjectionResult Project( IReadOnlyNode node, IAppearance a, IPayload p, ProjectionContext ctx )
{
var scss = AppearanceScss.Emit(
a,
isRoot: node.ClassName == Document.DesignerDocument.RootClassName,
isContainer: true,
childCount: node.Children.Count,
isLabel: false,
isCheckbox: false,
checkboxSize: default );
var nodeId = node.Id.ToString();
var ops = new PanelOp[]
{
new SetAttribute( "data-grd-node-id", nodeId ),
};
var razorAttrs = new[] { RazorEmit.Attr( "data-grd-node-id", nodeId ) };
return new ProjectionResult(
PanelOps: ops,
ScssLines: scss,
RazorAttributes: razorAttrs,
RazorInnerText: null );
}
}
namespace Grains.RazorDesigner.Projection.Razor;
public static class RazorEmit
{
public static string Attr( string name, string value ) => $"{name}=\"{Escape.Html( value )}\"";
}