mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* UIControllerManager Implemented UI Controller Manager * added fetch function * added note * Hiding some internal stuff * Implemented event on gamestate switch for ui * Fix serialization field assigner emit * fixing issues with ILEmitter stuff * AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH Blame Smug * fixing nullref * Add checking for no backing field / property for ui system dependencies * fixes Gamestate detection * Implemented event on UIControllers on system load * Updated systemload/unload listeners * Had this backwards lol * Fix nulling systems before calling OnSystemUnloaded, broke InventoryUIController.Hands.cs * Created UI Window management system - A manager that allows for easy creation and access of popup or gamestate windows * Changing to use basewindow instead of default window * Implemented UI Theming that isn't ass * Updated default theme loading and validation * Added path validation for themes * Implemented UI Themes * Implemented UI Theme prototypes * Implementing theming for texture buttons and Texturerects * fixing server error * Remove IUILink * Implemented default theme overriding and theme colors * Fixing sandbox lul * Added error for not finding UITheme * fixing setting default theme in content * Move entity and tile spawn window logic to controllers * Add 2 TODOs * Merge fixes * Add IOnStateChanged for UI controllers * Fix inventory window being slow to open Caches resources when the UI theme is changed * Remove caching on theme change The real fix was fixing the path for resources * Remove test method * Fix crash when controllers implement non generic interfaces * Add controllers frame update * Split UserInterfaceManager into partials - Created UI screen * Converted more UI managers into partials * Setup UIScreen manager system * Added some widget utility funcs updated adding widgets * Started removing HUDManager * Moved UiController Manager to Partials Finished moving all UIController code to UIManager * Fixed screen loading * Fixed Screen scaling * Fixed Screen scaling cleanup * wat * IwantToDie * Fixed resolving ResourceCache instead of IResourceCache * Split IOnStateChanged into IOnStateEntered and IOnStateExited * Implemented helpers for adjusting UIAutoscale for screens * Fixed autoscale, removed archiving from autoscale * Implemented popups and adjusted some stuff * Fixing some popup related shinanegans * Fixing some draw order issues * fixing dumb shit * Fix indentation in UserInterfaceManager.Input.cs * Moved screen setup to post init (run after content) * Fix updating theme * Merge fixes * Fix resolving sprite system on control creation * Fix min size of tile spawn window * Add UIController.Initialize method * https://tenor.com/view/minor-spelling-mistake-gif-21179057 * Add doc comment to UIController * Split UIController.cs and UISystemDependency.cs into their own files * Add more documentation to ui controllers * Add AttributeUsage to UISystemDependencyAttribute * Fix method naming * Add documentation for assigners * Return casted widgets where relevant * Fix entity spawner scroll (#1) * Add CloseOnClick and CloseOnEscape for popups * Remove named windows and popups * Cleanup controller code * Add IOnStateChanged, IOnSystemChanged, IOnSystemLoaded, IOnSystemUnloaded * Add more docs to state and system change interfaces * Fixing Window issues * Fixing some window fuckery * Added OnOpen event to windows, updated sandbox window Sandbox windows now persist values and positions * Recurse through controls to register widgets (#2) * Allow path to be folder * Fix local player shutdown * Fixing escape menu * Fix backing field in DataDefinition.Emitters * Ent+Tile spawn no crash * Skip no-spawn in entity spawn menu Co-authored-by: Jezithyr <jmaster9999@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Jezithyr <Jezithyr@gmail.com> Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com> Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com> Co-authored-by: wrexbe <wrexbe@protonmail.com>
287 lines
9.6 KiB
C#
287 lines
9.6 KiB
C#
using System;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Robust.Client.UserInterface.Controls
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{
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/// <summary>
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/// Simple control that draws a single texture using a variety of possible stretching modes.
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/// </summary>
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/// <seealso cref="AnimatedTextureRect"/>
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[Virtual]
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public class TextureRect : Control
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{
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public const string StylePropertyTexture = "texture";
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public const string StylePropertyShader = "shader";
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private bool _canShrink;
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private Texture? _texture;
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private Vector2 _textureScale = Vector2.One;
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public ShaderInstance? ShaderOverride { get; set; }
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/// <summary>
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/// The texture to draw.
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/// </summary>
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public Texture? Texture
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{
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get => _texture;
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set
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{
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var oldSize = _texture?.Size;
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_texture = value;
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if (value?.Size != oldSize)
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{
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InvalidateMeasure();
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}
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}
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}
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private string? _texturePath;
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// TODO HUD REFACTOR BEFORE MERGE use or cleanup
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public string TextureThemePath
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{
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set
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{
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Texture = Theme.ResolveTexture(value);
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_texturePath = value;
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}
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}
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// TODO HUD REFACTOR BEFORE MERGE use or cleanup
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public string TexturePath
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{
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set
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{
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Texture = IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(value);
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_texturePath = value;
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}
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}
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protected override void OnThemeUpdated()
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{
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if (_texturePath != null) Texture = Theme.ResolveTexture(_texturePath);
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base.OnThemeUpdated();
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}
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/// <summary>
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/// Scales the texture displayed.
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/// </summary>
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/// <remarks>
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/// This does not apply to the following stretch modes: <see cref="StretchMode.Scale"/>.
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/// </remarks>
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public Vector2 TextureScale
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{
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get => _textureScale;
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set
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{
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_textureScale = value;
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InvalidateMeasure();
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}
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}
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/// <summary>
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/// If true, this control can shrink below the size of <see cref="Texture"/>.
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/// </summary>
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/// <remarks>
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/// This does not set <see cref="Control.RectClipContent"/>.
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/// Certain stretch modes may display outside the area of the control unless it is set.
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/// </remarks>
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public bool CanShrink
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{
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get => _canShrink;
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set
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{
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_canShrink = value;
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InvalidateMeasure();
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}
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}
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/// <summary>
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/// Controls how the texture should be drawn if the control is larger than the size of the texture.
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/// </summary>
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public StretchMode Stretch { get; set; } = StretchMode.Keep;
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protected internal override void Draw(DrawingHandleScreen handle)
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{
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base.Draw(handle);
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var texture = _texture;
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ShaderInstance? shader = null;
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if (texture == null)
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{
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TryGetStyleProperty(StylePropertyTexture, out texture);
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if (texture == null)
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{
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return;
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}
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}
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if (ShaderOverride != null)
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{
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shader = ShaderOverride;
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}
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else if (TryGetStyleProperty(StylePropertyShader, out ShaderInstance? styleShader))
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{
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shader = styleShader;
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}
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if (shader != null)
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{
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handle.UseShader(shader);
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}
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switch (Stretch)
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{
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case StretchMode.Scale:
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case StretchMode.Tile:
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// TODO: Implement Tile.
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case StretchMode.Keep:
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case StretchMode.KeepCentered:
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case StretchMode.KeepAspect:
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case StretchMode.KeepAspectCentered:
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handle.DrawTextureRect(texture,
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GetDrawDimensions(texture));
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break;
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case StretchMode.KeepAspectCovered:
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var dimensions = GetDrawDimensions(texture);
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var subRegion = CalcClipSubRegion(texture.Size, dimensions, PixelSizeBox);
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handle.DrawTextureRectRegion(texture, PixelSizeBox, subRegion);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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private static UIBox2 CalcClipSubRegion(Vector2 texSize, UIBox2 drawDimensions, UIBox2 size)
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{
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var normTL = (size.TopLeft - drawDimensions.TopLeft) / drawDimensions.Size;
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var normBR = (size.BottomRight - drawDimensions.TopLeft) / drawDimensions.Size;
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return new UIBox2(normTL * texSize, normBR * texSize);
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}
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protected UIBox2 GetDrawDimensions(Texture texture)
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{
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switch (Stretch)
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{
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case StretchMode.Scale:
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return UIBox2.FromDimensions(Vector2.Zero, PixelSize);
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case StretchMode.Tile:
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// TODO: Implement Tile.
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case StretchMode.Keep:
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return UIBox2.FromDimensions(Vector2.Zero, texture.Size * _textureScale * UIScale);
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case StretchMode.KeepCentered:
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{
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var position = (PixelSize - texture.Size * _textureScale * UIScale) / 2;
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return UIBox2.FromDimensions(position, texture.Size * _textureScale * UIScale);
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}
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case StretchMode.KeepAspect:
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case StretchMode.KeepAspectCentered:
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{
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var (texWidth, texHeight) = texture.Size * _textureScale;
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var width = texWidth * (PixelSize.Y / texHeight);
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var height = (float)PixelSize.Y;
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if (width > PixelSize.X)
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{
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width = PixelSize.X;
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height = texHeight * (PixelSize.X / texWidth);
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}
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var size = new Vector2(width, height);
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var position = Vector2.Zero;
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if (Stretch == StretchMode.KeepAspectCentered)
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{
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position = (PixelSize - size) / 2;
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}
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return UIBox2.FromDimensions(position, size);
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}
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case StretchMode.KeepAspectCovered:
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var texSize = texture.Size * _textureScale;
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// Calculate the scale necessary to fit width and height to control size.
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var (scaleX, scaleY) = PixelSize / texSize;
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// Use whichever scale is greater.
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var scale = Math.Max(scaleX, scaleY);
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// Offset inside the actual texture.
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var texDrawSize = texSize * scale;
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var offset = (PixelSize - texDrawSize) / 2f;
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return UIBox2.FromDimensions(offset, texDrawSize);
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public enum StretchMode : byte
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{
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/// <summary>
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/// The texture is stretched to fit the entire area of the control.
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/// </summary>
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Scale = 1,
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/// <summary>
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/// The texture is tiled to fit the entire area of the control, without stretching.
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/// </summary>
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Tile = 2,
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/// <summary>
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/// The texture is drawn in its correct size, in the top left corner of the control.
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/// </summary>
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Keep = 3,
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/// <summary>
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/// The texture is drawn in its correct size, in the center of the control.
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/// </summary>
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KeepCentered = 4,
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/// <summary>
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/// The texture is stretched to take as much space as possible,
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/// while maintaining the original aspect ratio.
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/// The texture is positioned from the top left corner of the control.
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/// The texture remains completely visible, potentially leaving some sections of the control blank.
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/// </summary>
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KeepAspect = 5,
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/// <summary>
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/// <see cref="KeepAspect"/>, but the texture is centered instead.
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/// </summary>
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KeepAspectCentered = 7,
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/// <summary>
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/// <see cref="KeepAspectCentered"/>, but the texture covers the entire control,
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/// potentially cutting out part of the texture.
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/// </summary>
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/// <example>
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/// This effectively causes the entire control to be filled with the texture,
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/// while preserving aspect ratio.
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/// </example>
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KeepAspectCovered = 8
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}
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protected override Vector2 MeasureOverride(Vector2 availableSize)
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{
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var texture = _texture;
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if (texture == null)
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{
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TryGetStyleProperty(StylePropertyTexture, out texture);
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}
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if (texture == null || CanShrink)
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{
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return Vector2.Zero;
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}
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return texture.Size * TextureScale;
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}
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}
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}
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