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>
292 lines
9.5 KiB
C#
292 lines
9.5 KiB
C#
using System;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Robust.Client.UserInterface.CustomControls
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{
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/// <summary>
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/// Provides basic functionality for windows that can be opened, dragged around, etc...
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/// </summary>
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public abstract class BaseWindow : Control
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{
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private DragMode CurrentDrag = DragMode.None;
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private Vector2 DragOffsetTopLeft;
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private Vector2 DragOffsetBottomRight;
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public bool Resizable { get; set; } = true;
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public bool IsOpen => Parent != null;
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/// <summary>
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/// Invoked when the close button of this window is pressed.
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/// </summary>
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public event Action? OnClose;
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public event Action? OnOpen;
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public virtual void Close()
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{
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if (Parent == null)
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{
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return;
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}
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Parent.RemoveChild(this);
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OnClose?.Invoke();
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}
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protected internal override void KeyBindDown(GUIBoundKeyEventArgs args)
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{
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base.KeyBindDown(args);
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if (args.Function != EngineKeyFunctions.UIClick)
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{
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return;
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}
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CurrentDrag = GetDragModeFor(args.RelativePosition);
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if (CurrentDrag != DragMode.None)
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{
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DragOffsetTopLeft = args.PointerLocation.Position / UIScale - Position;
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DragOffsetBottomRight = Position + Size - args.PointerLocation.Position / UIScale;
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}
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MoveToFront();
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}
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protected internal override void KeyBindUp(GUIBoundKeyEventArgs args)
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{
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base.KeyBindUp(args);
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if (args.Function != EngineKeyFunctions.UIClick)
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{
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return;
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}
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DragOffsetTopLeft = DragOffsetBottomRight = Vector2.Zero;
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CurrentDrag = DragMode.None;
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// If this is done in MouseDown, Godot won't fire MouseUp as you need focus to receive MouseUps.
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UserInterfaceManager.KeyboardFocused?.ReleaseKeyboardFocus();
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}
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protected internal override void MouseMove(GUIMouseMoveEventArgs args)
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{
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base.MouseMove(args);
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if (Parent == null)
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{
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return;
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}
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if (CurrentDrag == DragMode.Move)
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{
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var globalPos = args.GlobalPosition;
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globalPos = Vector2.Clamp(globalPos, Vector2.Zero, Parent.Size);
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LayoutContainer.SetPosition(this, globalPos - DragOffsetTopLeft);
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return;
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}
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if (!Resizable)
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{
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return;
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}
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if (CurrentDrag == DragMode.None)
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{
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var cursor = CursorShape.Arrow;
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var previewDragMode = GetDragModeFor(args.RelativePosition);
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switch (previewDragMode)
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{
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case DragMode.Top:
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case DragMode.Bottom:
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cursor = CursorShape.VResize;
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break;
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case DragMode.Left:
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case DragMode.Right:
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cursor = CursorShape.HResize;
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break;
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case DragMode.Bottom | DragMode.Left:
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case DragMode.Top | DragMode.Right:
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cursor = CursorShape.Crosshair;
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break;
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case DragMode.Bottom | DragMode.Right:
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case DragMode.Top | DragMode.Left:
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cursor = CursorShape.Crosshair;
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break;
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}
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DefaultCursorShape = cursor;
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}
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else
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{
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var (left, top) = Position;
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var (right, bottom) = Position + SetSize;
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if (float.IsNaN(SetSize.X)) {
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right = Position.X + Size.X;
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}
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if (float.IsNaN(SetSize.Y)) {
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bottom = Position.Y + Size.Y;
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}
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if ((CurrentDrag & DragMode.Top) == DragMode.Top)
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{
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top = Math.Min(args.GlobalPosition.Y - DragOffsetTopLeft.Y, Math.Min(bottom, bottom - MinSize.Y));
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}
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else if ((CurrentDrag & DragMode.Bottom) == DragMode.Bottom)
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{
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bottom = Math.Max(args.GlobalPosition.Y + DragOffsetBottomRight.Y, Math.Max(top, top + MinSize.Y));
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}
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if ((CurrentDrag & DragMode.Left) == DragMode.Left)
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{
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left = Math.Min(args.GlobalPosition.X - DragOffsetTopLeft.X, Math.Min(right, right - MinSize.X));
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}
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else if ((CurrentDrag & DragMode.Right) == DragMode.Right)
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{
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right = Math.Max(args.GlobalPosition.X + DragOffsetBottomRight.X, Math.Max(left, left + MinSize.X));
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}
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var rect = new UIBox2(left, top, right, bottom);
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LayoutContainer.SetPosition(this, rect.TopLeft);
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SetSize = rect.Size;
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/*
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var timing = IoCManager.Resolve<IGameTiming>();
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var l = GetValue<float>(LayoutContainer.MarginLeftProperty);
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var t = GetValue<float>(LayoutContainer.MarginTopProperty);
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Logger.Debug($"{timing.CurFrame}: {rect.TopLeft}/({l}, {t}), {rect.Size}/{SetSize}");
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*/
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}
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}
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protected internal override void MouseExited()
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{
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base.MouseExited();
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if (Resizable && CurrentDrag == DragMode.None)
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{
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DefaultCursorShape = CursorShape.Arrow;
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}
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}
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public void MoveToFront()
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{
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if (Parent == null)
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{
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throw new InvalidOperationException("This window is not currently open.");
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}
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SetPositionLast();
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}
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public bool IsAtFront()
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{
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if (Parent == null)
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{
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throw new InvalidOperationException("This window is not currently open");
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}
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var siblingCount = Parent.ChildCount;
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var ourPos = GetPositionInParent();
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for (var i = ourPos + 1; i < siblingCount; i++)
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{
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if (Parent.GetChild(i).Visible)
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{
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// If we find a control after us that's visible, we're NOT in front.
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return false;
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}
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}
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return true;
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}
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public void Open()
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{
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if (!Visible)
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{
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Visible = true;
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Logger.WarningS("ui", $"Window {this} had visibility false. Do not use visibility on DefaultWindow.");
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}
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if (!IsOpen)
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{
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UserInterfaceManager.WindowRoot.AddChild(this);
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}
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Opened();
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OnOpen?.Invoke();
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}
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public void OpenCentered() => OpenCenteredAt((0.5f, 0.5f));
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public void OpenToLeft() => OpenCenteredAt((0, 0.5f));
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public void OpenCenteredLeft() => OpenCenteredAt((0.25f, 0.5f));
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public void OpenToRight() => OpenCenteredAt((1, 0.5f));
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public void OpenCenteredRight() => OpenCenteredAt((0.75f, 0.5f));
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/// <summary>
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/// Opens a window, attempting to place the center of the window at some relative point on the screen.
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/// </summary>
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/// <param name="relativePosition">Fractional screen position. So (0,0) is the upper left, and (1,1) is the
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/// lower right.</param>
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public void OpenCenteredAt(Vector2 relativePosition)
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{
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Measure(Vector2.Infinity);
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SetSize = DesiredSize;
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Open();
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RecenterWindow(relativePosition);
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}
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/// <summary>
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/// Repositions a window, attempting to place the center of the window at some relative point on the screen.
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/// </summary>
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/// <param name="relativePosition">Fractional screen position. So (0,0) is the upper left, and (1,1) is the
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/// lower right.</param>
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public void RecenterWindow(Vector2 relativePosition)
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{
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if (Parent == null)
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return;
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// Where we want the upper left corner of the window to be
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var corner = Parent!.Size * Vector2.Clamp(relativePosition, Vector2.Zero, Vector2.One) - DesiredSize / 2;
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// Attempt to keep the whole window is visible, regardless of the target position. e.g., if the target for
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// the center is (0,0), this will actually open the window so that the upper left is at (0,0). If the window
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// is bigger than the parent, this will currently prioritize showing the upper left corner.
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var pos = Vector2.Clamp(corner, Vector2.Zero, Parent.Size - DesiredSize);
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LayoutContainer.SetPosition(this, pos);
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}
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protected virtual void Opened()
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{
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}
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protected virtual DragMode GetDragModeFor(Vector2 relativeMousePos)
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{
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return DragMode.None;
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}
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[Flags]
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protected enum DragMode : byte
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{
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None = 0,
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Move = 1,
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Top = 1 << 1,
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Bottom = 1 << 2,
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Left = 1 << 3,
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Right = 1 << 4,
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}
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}
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}
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