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https://github.com/space-wizards/RobustToolbox.git
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* 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.
105 lines
4.0 KiB
C#
105 lines
4.0 KiB
C#
using System;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Robust.Client.UserInterface
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{
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public interface IUserInterfaceManager
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{
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UITheme ThemeDefaults { get; }
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/// <summary>
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/// Default style sheet that applies to all controls
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/// that do not have a more specific style sheet via <see cref="Control.Stylesheet"/>.
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/// </summary>
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Stylesheet? Stylesheet { get; set; }
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/// <summary>
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/// A control can have "keyboard focus" separate from ControlFocused, obtained when calling
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/// Control.GrabKeyboardFocus. Corresponding events in Control are KeyboardFocusEntered/Exited
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/// </summary>
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Control? KeyboardFocused { get; }
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/// <summary>
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/// A control gets "ControlFocused" when a mouse button (or any KeyBinding which has CanFocus = true) is
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/// pressed down on the control. While it is focused, it will receive mouse hover events and the corresponding
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/// keyup event if it still has focus when that occurs (it will NOT receive the keyup if focus has
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/// been taken by another control). Focus is removed when a different control takes focus
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/// (such as by pressing a different mouse button down over a different control) or when the keyup event
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/// happens. When focus is lost on a control, it always fires Control.ControlFocusExited.
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/// </summary>
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Control? ControlFocused { get; }
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LayoutContainer StateRoot { get; }
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LayoutContainer WindowRoot { get; }
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LayoutContainer PopupRoot { get; }
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PopupContainer ModalRoot { get; }
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Control? CurrentlyHovered { get; }
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float UIScale { get; }
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/// <summary>
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/// Gets the default UIScale that we will use if <see cref="CVars.DisplayUIScale"/> gets set to 0.
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/// Based on the OS-assigned window scale factor.
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/// </summary>
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float DefaultUIScale { get; }
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/// <summary>
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/// The "root" control to which all other controls are parented,
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/// potentially indirectly.
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/// </summary>
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Control RootControl { get; }
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IDebugMonitors DebugMonitors { get; }
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void Popup(string contents, string title = "Alert!");
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Control? MouseGetControl(Vector2 coordinates);
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/// <summary>
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/// Gets the mouse position in UI space, accounting for <see cref="UIScale"/>.
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/// </summary>
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Vector2 MousePositionScaled { get; }
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Vector2 ScreenToUIPosition(Vector2 position);
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Vector2 ScreenToUIPosition(ScreenCoordinates coordinates);
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/// <summary>
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/// Give a control keyboard focus, releasing focus on the currently focused control (if any).
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/// </summary>
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/// <param name="control">The control to give keyboard focus to.</param>
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/// <exception cref="ArgumentNullException">Thrown if <see cref="control"/> is <c>null</c>.</exception>
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/// <exception cref="ArgumentException">
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/// Thrown if <see cref="control"/> has <see cref="Control.CanKeyboardFocus"/> <c>false</c>.
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/// </exception>
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void GrabKeyboardFocus(Control control);
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/// <summary>
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/// Release keyboard focus from the currently focused control, if any.
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/// </summary>
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void ReleaseKeyboardFocus();
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/// <summary>
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/// Conditionally release keyboard focus if <see cref="ifControl"/> has keyboard focus.
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/// </summary>
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/// <exception cref="ArgumentNullException">
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/// Thrown if <see cref="ifControl"/> is <c>null</c>.
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/// </exception>
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/// <seealso cref="ReleaseKeyboardFocus()"/>
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void ReleaseKeyboardFocus(Control ifControl);
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/// <summary>
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/// Cursor automatically used when the mouse is not over any UI control.
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/// </summary>
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ICursor? WorldCursor { get; set; }
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void PushModal(Control modal);
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}
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} |