CenterDot.cs
using CrosshairMaker.Abstract;
using CrosshairMaker.Interfaces;
using Sandbox.Rendering;
using Sandbox;
using CrosshairMaker.Animator;
using System.Collections.Generic;
using System;
namespace CrosshairMaker
{
[Icon( "adjust" )]
public sealed class CenterDot : BaseCrosshair , IOutlineableCrosshair , IAnimatableCrosshair
{
public enum DotShape
{
None,
Square,
Circle,
}
private bool _showOutlineProp => Outline && Shape != DotShape.None;
[Property, Feature( "General" ), Group( "Appearance" ), Title( "Dot Shape" )]
public DotShape Shape { get; set; } = DotShape.Circle;
[Property,Feature("General"),Group("Appearance"),Title("Dot Size")]
[HideIf(nameof(Shape),DotShape.None)]
[Range(0,32)]
public float DotSize = 5f;
[Property, Feature( "General" ), Group( "Outline" ), Title( "Outline" )]
[HideIf(nameof(Shape),DotShape.None)]
public bool Outline = false;
[Property, Feature( "General" ), Group( "Outline" ), Title( "Outline Thickness" )]
[ShowIf(nameof(_showOutlineProp),true)]
[Range(0,16)]
public float OutlineThickness = 2f;
[Property, Feature( "General" ), Group( "Outline" ), Title( "Outline Color" )]
[ShowIf(nameof(_showOutlineProp),true)]
[ColorUsage]
public Color OutlineColor = Color.Black;
public override void Paint( HudPainter hud )
{
if ( Shape == DotShape.None ) return;
float rad = (Shape == DotShape.Square)? 0 : DotSize / 2;
Vector2 origin = IHudPaintable.GetOriginPx(this) - new Vector2( DotSize / 2);
Rect dot = new Rect( origin, new Vector2( DotSize ) );
if (! Outline )
{
hud.DrawRect( dot, CrosshairColor,new Vector4(rad));
}
else
{
hud.DrawRect( dot, CrosshairColor, new Vector4( rad ), new Vector4( OutlineThickness ), OutlineColor );
}
}
public bool GetOutline() => Outline;
public void SetOutline( bool o ) => Outline = o;
public float GetOutlineThickness() => OutlineThickness;
public void SetOutlineThickness( float t ) => OutlineThickness = t;
public Color GetOutlineColor() => OutlineColor;
public void SetOutlineColor( Color o ) => OutlineColor = o;
private static readonly AnimationValueSetter _animationSetters = _animFactory();
private static AnimationValueSetter _animFactory()
{
List<Action<IAnimatableCrosshair, float>> fs = new()
{
(s,v) => (s as CenterDot).SetRotation(v),
(s,v) => (s as CenterDot).SetOrigin(new(v,s.GetOrigin().y)),
(s,v) => (s as CenterDot).SetOrigin(new(s.GetOrigin().x,v)),
(s,v) => (s as CenterDot).DotSize = v,
};
List<Action<IAnimatableCrosshair, Color>> cs = new()
{
(s,v) => (s as CenterDot).SetCrosshairColor(v),
(s,v) => (s as CenterDot).SetOutlineColor(v)
};
List<Func<IAnimatableCrosshair, float>> fg = new()
{
(s) => (s as CenterDot).GetRotation(),
(s) => (s as CenterDot).GetOrigin().x,
(s) => (s as CenterDot).GetOrigin().y,
(s) => (s as CenterDot).DotSize,
};
List<Func<IAnimatableCrosshair, Color>> cg = new()
{
(s) => (s as CenterDot).GetCrosshairColor(),
(s) => (s as CenterDot).GetOutlineColor()
};
AnimationValueSetter avs = AnimationValueSetter.FromActions( floatSetters: fs, colorSetters: cs, floatGetters: fg, colorGetters: cg );
return avs;
}
private static AnimationDictionary DotAnimation
{
get
{
AnimationDictionary ap = new AnimationDictionary();
ap.Init( _animationSetters );
int k = ap.AddNewAnimation();
CrosshairAnimation anim = ap[k];
anim.Colors[0] = new( Color.White );
anim.Colors[1] = new( Color.Black );
ap.FloatsPropertyNames = new string[]
{
"Extra Rotation (deg)",
"Extra X offset (%)",
"Extra Y offset (%)",
"Extra dot size"
};
ap.ColorsPropertyNames = new string[]
{
"Target Color",
"Target outline Color"
};
return ap;
}
}
public AnimationDictionary GetAnimationDictionary() => DotAnimation;
}
}