* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
update a bunch of packages and use JetBrains.Annotations as private asset as needed
mark some hot math methods agg inline to benefit from loop opts
use FMA for interp
use canny min/max/clamp
make Quaternion NormalizeAngle fixed time and faster
clean up YamlDotNet references
Made it so keybinds don't block other keybinds from firing.
Why is this necessary? This allows us to have "same keybind, different functionality" binds sanely, like shift click being both TextCursorSelect and (in content) ExamineEntity. Before this change the latter was temporarily broken in UI controls because of TextCursorSelect taking priority and instantly treating the event as handled because it's CanFocus.
The offshoot of this is that all the "args.CanFocus == mouse left" UI code had to be fixed, since multiple things were now firing for that and breaking everything. For example TextCursorSelect actually BROKE because now ExamineEntity was firing inside UI again and that was seen as a left click.
EngineKeyFunctions.UIClick has been introduced as "mouse left for the UI" for this purpose.
* Refactor Controls to default to MouseFilterMode.Ignore
* Clean up MouseFilterMode.Ignore from Controls
* Fix BoxContainer eating UI clicks
* Fix ScrollContainer using the wrong variable
* Refactor ContainerButtons to use a StyleClass for formatting instead of typeof
* Refactor BaseButton to work when child has MouseFilter.Pass
* UI layout v2.
All controls now act like containers.
Moved anchor/margin layout model to LayoutContainer
Implement basic WPF-like attached properties for the above LayoutContainer.
* Fix VV.
* Fixes right click menu stopping input
Removed a flag change when the modal stack was showing, which preventing the click from getting passed to the next function.
* Added parsing for mod2 and mod3 from Keybind YAML
* Fixes a crash on context change when a keybind is not defined in keybinds.yml
* Implemented ShowDebugConsole Hotkey
* Refactored input system
Refactored input system to run Key and Mouse input through the InputManager before doing stuff.
* Upgraded LineEdit and classes that use it. Fixed input while KeyboardFocused.
Upgraded LineEdit to use Keybinds.
Upgraded DebugConsole to use Keybinds.
Replaced all references to MouseDown, MouseUp, KeyDown, and KeyUp with KeyBindUp and KeyBindDown.
Moved UserInterfaceManager call from GameController.Input to InputManager event.
Stopped input going to simulation while a control has focus in UserInterfaceManager.
* Some fixes for input system
Fixed keybinds getting stuck when selecting a LineEdit.
Changed MenuBar to not error.
Fixed a few cases where LineEdit would eat input if you hovered over it and where mouse input got eaten when clicking in the world while a LineEdit was selected.
* Removed extra dependencies
* Added GUIBoundKeyEventArgs to ButtonEventArgs
* Fixes for input with LineEdit selected
Fixed multiple keybinds mapped to the same key not triggering.
Fixed keybind input not getting to LineEdit when hovering over a control.
* Implemented Key Repeat for LineEdit
* Fix for input on Robust.Lite Launcher
* Renames NonFocusKeybinds to EnableAllKeybinds
Renamed NonFocusKeybinds to EnableAllKeybinds and added comment to clarify usage
* Adds repeating keybinds
Used for TextBackspace, TextCursorLeft, and TextCursorRight
Reverts a change to LineEdit that implemented repeating keys
Adds some documentation comments
* Refactor UI system.
Deferred updating is used for styling & layout. This fixes the awful time complexity of containers.
Removed SetDefaults and Initialize. They were a bad idea alright.
* Fix build on .NET Framework.
Not quite perfect, but quite usable.
Adds the ability to scale the UI. Scaling is controlled via a cvar,
and can be changed at runtime.
Fractional scaling is supported.
Some controls could be better (SpriteView, TextureRect),
but for now it's a good start.
RobustToolbox projects should be named Robust.*
This PR changes the RobustToolbox projects from SS14.* to Robust.*
Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable