Files
space-station-14/Content.Client/UserInterface/Systems/EscapeMenu/EscapeUIController.cs
T
Julian Giebel bcd3612730 Add feedback popups (#41352)
* Commit

* add the form post

* dv

* fixes

* Change wording

* Address review

* wording change

* Added some stuff

* New format

* bruh

* thanks perry!

* yes

* More fixes!

* typo

* Add a command to show the list, improve the UI slightly, split up command names

* Fix UI controller

* Add better comment

* Get rid of weird recursive thing

* Cleanup

* Work on moving feedback popups out of simulation

* Move round end screen subscription to feedback ui controller

* Finish moving feedback popups out of simulation

* Fix _ as parameter

* Clean up FeedbackPopupUIController

* Clean up commands

* Fix prototype yaml

* Fix openfeedbackpopup command description

* Update Resources/Locale/en-US/feedbackpopup/feedbackpopup.ftl

Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>

* Address reviews

* Address reviews

* Fix FeedbackPopupPrototype.cs using empty string instead of string.empty

* Address some more of the reviews, style nano is still trolling sadly

* Fix feedback popup styling

* Fix PopupPrototype ID field not having a setter

* Address reviews

* Add label when no feedback entries are present

Change link button to not show when no link is set

---------

Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
2026-01-22 22:19:54 +00:00

164 lines
4.6 KiB
C#

using Content.Client.FeedbackPopup;
using Content.Client.Gameplay;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.Guidebook;
using Content.Client.UserInterface.Systems.Info;
using Content.Shared.CCVar;
using JetBrains.Annotations;
using Robust.Client.Console;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Shared.Configuration;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Utility;
using static Robust.Client.UserInterface.Controls.BaseButton;
namespace Content.Client.UserInterface.Systems.EscapeMenu;
[UsedImplicitly]
public sealed class EscapeUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>
{
[Dependency] private readonly IClientConsoleHost _console = default!;
[Dependency] private readonly IUriOpener _uri = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly ChangelogUIController _changelog = default!;
[Dependency] private readonly InfoUIController _info = default!;
[Dependency] private readonly OptionsUIController _options = default!;
[Dependency] private readonly GuidebookUIController _guidebook = default!;
[Dependency] private readonly FeedbackPopupUIController _feedback = null!;
private Options.UI.EscapeMenu? _escapeWindow;
private MenuButton? EscapeButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.EscapeButton;
public void UnloadButton()
{
if (EscapeButton == null)
{
return;
}
EscapeButton.Pressed = false;
EscapeButton.OnPressed -= EscapeButtonOnOnPressed;
}
public void LoadButton()
{
if (EscapeButton == null)
{
return;
}
EscapeButton.OnPressed += EscapeButtonOnOnPressed;
}
private void ActivateButton() => EscapeButton!.SetClickPressed(true);
private void DeactivateButton() => EscapeButton!.SetClickPressed(false);
public void OnStateEntered(GameplayState state)
{
DebugTools.Assert(_escapeWindow == null);
_escapeWindow = UIManager.CreateWindow<Options.UI.EscapeMenu>();
_escapeWindow.OnClose += DeactivateButton;
_escapeWindow.OnOpen += ActivateButton;
_escapeWindow.FeedbackButton.OnPressed += _ =>
{
CloseEscapeWindow();
_feedback.ToggleWindow();
};
_escapeWindow.ChangelogButton.OnPressed += _ =>
{
CloseEscapeWindow();
_changelog.ToggleWindow();
};
_escapeWindow.RulesButton.OnPressed += _ =>
{
CloseEscapeWindow();
_info.OpenWindow();
};
_escapeWindow.DisconnectButton.OnPressed += _ =>
{
CloseEscapeWindow();
_console.ExecuteCommand("disconnect");
};
_escapeWindow.OptionsButton.OnPressed += _ =>
{
CloseEscapeWindow();
_options.OpenWindow();
};
_escapeWindow.QuitButton.OnPressed += _ =>
{
CloseEscapeWindow();
_console.ExecuteCommand("quit");
};
_escapeWindow.WikiButton.OnPressed += _ =>
{
_uri.OpenUri(_cfg.GetCVar(CCVars.InfoLinksWiki));
};
_escapeWindow.GuidebookButton.OnPressed += _ =>
{
_guidebook.ToggleGuidebook();
};
// Hide wiki button if we don't have a link for it.
_escapeWindow.WikiButton.Visible = _cfg.GetCVar(CCVars.InfoLinksWiki) != "";
CommandBinds.Builder
.Bind(EngineKeyFunctions.EscapeMenu,
InputCmdHandler.FromDelegate(_ => ToggleWindow()))
.Register<EscapeUIController>();
}
public void OnStateExited(GameplayState state)
{
if (_escapeWindow != null)
{
_escapeWindow.Dispose();
_escapeWindow = null;
}
CommandBinds.Unregister<EscapeUIController>();
}
private void EscapeButtonOnOnPressed(ButtonEventArgs obj)
{
ToggleWindow();
}
private void CloseEscapeWindow()
{
_escapeWindow?.Close();
}
/// <summary>
/// Toggles the game menu.
/// </summary>
public void ToggleWindow()
{
if (_escapeWindow == null)
return;
if (_escapeWindow.IsOpen)
{
CloseEscapeWindow();
EscapeButton!.Pressed = false;
}
else
{
_escapeWindow.OpenCentered();
EscapeButton!.Pressed = true;
}
}
}