Terraria 1.4.0.5 Source Code

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MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
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// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Effects.SimpleOverlay
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
using Terraria.Graphics.Shaders;
namespace Terraria.Graphics.Effects
{
public class SimpleOverlay : Overlay
{
private Asset<Texture2D> _texture;
private ScreenShaderData _shader;
public Vector2 TargetPosition = Vector2.Zero;
public SimpleOverlay(
string textureName,
ScreenShaderData shader,
EffectPriority priority = EffectPriority.VeryLow,
RenderLayers layer = RenderLayers.All)
: base(priority, layer)
{
this._texture = Main.Assets.Request<Texture2D>(textureName == null ? "" : textureName, (AssetRequestMode) 1);
this._shader = shader;
}
public SimpleOverlay(
string textureName,
string shaderName = "Default",
EffectPriority priority = EffectPriority.VeryLow,
RenderLayers layer = RenderLayers.All)
: base(priority, layer)
{
this._texture = Main.Assets.Request<Texture2D>(textureName == null ? "" : textureName, (AssetRequestMode) 1);
this._shader = new ScreenShaderData(Main.ScreenShaderRef, shaderName);
}
public ScreenShaderData GetShader() => this._shader;
public override void Draw(SpriteBatch spriteBatch)
{
this._shader.UseGlobalOpacity(this.Opacity);
this._shader.UseTargetPosition(this.TargetPosition);
this._shader.Apply();
spriteBatch.Draw(this._texture.Value, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Main.ColorOfTheSkies);
}
public override void Update(GameTime gameTime) => this._shader.Update(gameTime);
public override void Activate(Vector2 position, params object[] args)
{
this.TargetPosition = position;
this.Mode = OverlayMode.FadeIn;
}
public override void Deactivate(params object[] args) => this.Mode = OverlayMode.FadeOut;
public override bool IsVisible() => (double) this._shader.CombinedOpacity > 0.0;
}
}