Files

299 lines
9.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client.UserInterface.CustomControls
{
/// <summary>
/// Simple window implementation that can be resized and has a title bar.
/// </summary>
/// <remarks>
/// Warning: ugly.
/// </remarks>
[GenerateTypedNameReferences]
[Virtual]
// ReSharper disable once InconsistentNaming
public partial class DefaultWindow : BaseWindow
{
public const string StyleClassWindowTitle = "windowTitle";
public const string StyleClassWindowPanel = "windowPanel";
public const string StyleClassWindowHeader = "windowHeader";
public const string StyleClassWindowCloseButton = "windowCloseButton";
/// <summary>
/// This ensures that windows are always visible on screen and don't become unreachable. This only applies
/// if the window is allowed to be partially off-screen.
/// </summary>
public float WindowEdgeSeparation = 30;
/// <summary>
/// If a window is completely off-screen, the window will be bumped away from the edge so that its not a
/// tiny square hidden in a corner. Effectively a conditional increase to <see cref="WindowEdgeSeparation"/>.
/// Helpful when changing UI scale or changing the window size.
/// </summary>
public float WindowEdgeBump = 50;
/// <summary>
/// This option determines whether a window is allowed to be dragged off the edge of the screen (as long as
/// part of it remains visible).
/// </summary>
/// <remarks>
/// Note that you generally want to disable north, as that will mean the header might not be visible, which
/// might render the window unmovable.
/// </remarks>
public DirectionFlag AllowOffScreen = ~DirectionFlag.North;
private string? _headerClass;
private string? _titleClass;
public DefaultWindow()
{
RobustXamlLoader.Load(this);
MouseFilter = MouseFilterMode.Stop;
WindowHeader.MinSize = new Vector2(0, HEADER_SIZE_Y);
Contents = ContentsContainer;
XamlChildren = new SS14ContentCollection(this);
}
public string? HeaderClass
{
get => _headerClass;
set
{
if (_headerClass == value)
return;
if (_headerClass != null)
WindowHeader.RemoveStyleClass(_headerClass);
if (value != null)
WindowHeader.AddStyleClass(value);
_headerClass = value;
}
}
public string? TitleClass
{
get => _titleClass;
set
{
if (_titleClass == value)
return;
if (_titleClass != null)
TitleLabel.RemoveStyleClass(_titleClass);
if (value != null)
TitleLabel.AddStyleClass(value);
_titleClass = value;
}
}
public Control Contents { get; private set; }
private const int DRAG_MARGIN_SIZE = 7;
// TODO: Un-hard code this header size.
private const float HEADER_SIZE_Y = 25;
protected virtual Vector2 ContentsMinimumSize => new Vector2(50, 50);
protected override Vector2 MeasureOverride(Vector2 availableSize)
{
return Vector2.Max(
ContentsMinimumSize,
base.MeasureOverride(Vector2.Max(availableSize, ContentsMinimumSize)));
}
public string? Title
{
get => TitleLabel.Text;
set => TitleLabel.Text = value;
}
// Drag resizing and moving code is mostly taken from Godot's WindowDialog.
protected override void EnteredTree()
{
base.EnteredTree();
CloseButton.OnPressed += CloseButtonPressed;
}
protected override void ExitedTree()
{
CloseButton.OnPressed -= CloseButtonPressed;
base.ExitedTree();
}
private void CloseButtonPressed(BaseButton.ButtonEventArgs args)
{
Close();
}
// Prevent window headers from getting off screen due to game window resizes.
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
// This is to avoid unnecessarily setting a position where our size isn't yet fully updated.
// This most commonly happens with saved window positions if your window position is <= 0.
if (!IsMeasureValid)
return;
var (spaceX, spaceY) = Parent!.Size;
var maxX = spaceX - ((AllowOffScreen & DirectionFlag.West) == 0 ? Size.X : WindowEdgeSeparation);
var maxY = spaceY - ((AllowOffScreen & DirectionFlag.South) == 0 ? Size.Y : WindowEdgeSeparation);
if (Position.X > spaceX)
maxX -= WindowEdgeBump;
if (Position.Y > spaceY)
maxY -= WindowEdgeBump;
var pos = Vector2.Min(Position, new Vector2(maxX, maxY));
var minX = (AllowOffScreen & DirectionFlag.East) == 0 ? 0 : WindowEdgeSeparation - Size.X;
var minY = (AllowOffScreen & DirectionFlag.North) == 0 ? 0 : WindowEdgeSeparation - Size.Y;
pos = Vector2.Max(pos, new Vector2(minX, minY));
if (Position != pos)
LayoutContainer.SetPosition(this, pos);
}
protected override DragMode GetDragModeFor(Vector2 relativeMousePos)
{
var mode = DragMode.None;
if (Resizable)
{
if (relativeMousePos.Y < DRAG_MARGIN_SIZE)
{
mode = DragMode.Top;
}
else if (relativeMousePos.Y > Size.Y - DRAG_MARGIN_SIZE)
{
mode = DragMode.Bottom;
}
if (relativeMousePos.X < DRAG_MARGIN_SIZE)
{
mode |= DragMode.Left;
}
else if (relativeMousePos.X > Size.X - DRAG_MARGIN_SIZE)
{
mode |= DragMode.Right;
}
}
if (mode == DragMode.None && relativeMousePos.Y < HEADER_SIZE_Y)
{
mode = DragMode.Move;
}
return mode;
}
public sealed class SS14ContentCollection : ICollection<Control>, IReadOnlyCollection<Control>
{
private readonly DefaultWindow Owner;
public SS14ContentCollection(DefaultWindow owner)
{
Owner = owner;
}
public Enumerator GetEnumerator()
{
return new(Owner);
}
IEnumerator<Control> IEnumerable<Control>.GetEnumerator() => GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public void Add(Control item)
{
Owner.Contents.AddChild(item);
}
public void Clear()
{
Owner.Contents.RemoveAllChildren();
}
public bool Contains(Control item)
{
return item?.Parent == Owner.Contents;
}
public void CopyTo(Control[] array, int arrayIndex)
{
Owner.Contents.Children.CopyTo(array, arrayIndex);
}
public bool Remove(Control item)
{
if (item?.Parent != Owner.Contents)
{
return false;
}
DebugTools.AssertNotNull(Owner?.Contents);
Owner!.Contents.RemoveChild(item);
return true;
}
int ICollection<Control>.Count => Owner.Contents.ChildCount;
int IReadOnlyCollection<Control>.Count => Owner.Contents.ChildCount;
public bool IsReadOnly => false;
public struct Enumerator : IEnumerator<Control>
{
private OrderedChildCollection.Enumerator _enumerator;
internal Enumerator(DefaultWindow DefaultWindow)
{
_enumerator = DefaultWindow.Contents.Children.GetEnumerator();
}
public bool MoveNext()
{
return _enumerator.MoveNext();
}
public void Reset()
{
_enumerator.Reset();
}
public Control Current => _enumerator.Current;
object IEnumerator.Current => Current;
public void Dispose()
{
_enumerator.Dispose();
}
}
}
}
}