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>
146 lines
5.2 KiB
C#
146 lines
5.2 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.Maths;
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using Robust.Shared.ViewVariables;
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namespace Robust.Client.UserInterface;
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internal partial class UserInterfaceManager
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{
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[ViewVariables] public float DefaultUIScale => _clyde.DefaultWindowScale.X;
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[ViewVariables] private Vector2i _resolutionAutoScaleUpper;
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[ViewVariables] private Vector2i _resolutionAutoScaleLower;
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[ViewVariables] private bool _autoScaleEnabled;
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[ViewVariables] private float _resolutionAutoScaleMinValue;
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private void _initScaling()
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{
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_clyde.OnWindowResized += WindowSizeChanged;
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_clyde.OnWindowScaleChanged += WindowContentScaleChanged;
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RegisterAutoscaleCVarListeners();
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_uiScaleChanged(_configurationManager.GetCVar(CVars.DisplayUIScale));
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}
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private void _uiScaleChanged(float newValue)
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{
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foreach (var root in _roots)
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{
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UpdateUIScale(root);
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}
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}
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private void WindowContentScaleChanged(WindowContentScaleEventArgs args)
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{
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if (_windowsToRoot.TryGetValue(args.Window.Id, out var root))
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{
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UpdateUIScale(root);
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_fontManager.ClearFontCache();
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}
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}
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private void RegisterAutoscaleCVarListeners()
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{
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_configurationManager.OnValueChanged(CVars.ResAutoScaleEnabled, i =>
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{
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_autoScaleEnabled = i;
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foreach (var root in _roots)
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{
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root.UIScaleSet = 1;
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_propagateUIScaleChanged(root);
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root.InvalidateMeasure();
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}
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}, true);
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_configurationManager.OnValueChanged(CVars.ResAutoScaleLowX, i =>
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{
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_resolutionAutoScaleLower.X = i;
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foreach (var root in _roots)
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{
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UpdateUIScale(root);
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}
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}, true);
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_configurationManager.OnValueChanged(CVars.ResAutoScaleLowY, i =>
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{
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_resolutionAutoScaleLower.Y = i;
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foreach (var root in _roots)
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{
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UpdateUIScale(root);
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}
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}, true);
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_configurationManager.OnValueChanged(CVars.ResAutoScaleUpperX, i =>
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{
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_resolutionAutoScaleUpper.X = i;
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foreach (var root in _roots)
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{
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UpdateUIScale(root);
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}
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}, true);
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_configurationManager.OnValueChanged(CVars.ResAutoScaleUpperY, i =>
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{
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_resolutionAutoScaleUpper.Y = i;
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foreach (var root in _roots)
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{
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UpdateUIScale(root);
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}
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}, true);
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_configurationManager.OnValueChanged(CVars.ResAutoScaleMin, i =>
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{
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_resolutionAutoScaleMinValue = i;
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foreach (var root in _roots)
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{
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UpdateUIScale(root);
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}
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}, true);
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}
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private float CalculateAutoScale(WindowRoot root)
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{
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//Grab the OS UIScale or the value set through CVAR debug
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var osScale = _configurationManager.GetCVar(CVars.DisplayUIScale);
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osScale = osScale == 0f ? root.Window.ContentScale.X : osScale;
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var windowSize = root.Window.RenderTarget.Size;
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//Only run autoscale if it is enabled, otherwise default to just use OS UIScale
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if (!_autoScaleEnabled && (windowSize.X <= 0 || windowSize.Y <= 0)) return osScale;
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var maxScaleRes = _resolutionAutoScaleUpper;
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var minScaleRes = _resolutionAutoScaleLower;
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var autoScaleMin = _resolutionAutoScaleMinValue;
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float scaleRatioX;
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float scaleRatioY;
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//Calculate the scale ratios and clamp it between the maximums and minimums
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scaleRatioX = Math.Clamp(((float) windowSize.X - minScaleRes.X) / (maxScaleRes.X - minScaleRes.X) * osScale, autoScaleMin, osScale);
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scaleRatioY = Math.Clamp(((float) windowSize.Y - minScaleRes.Y) / (maxScaleRes.Y - minScaleRes.Y) * osScale, autoScaleMin, osScale);
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//Take the smallest UIScale value and use it for UI scaling
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return Math.Min(scaleRatioX, scaleRatioY);
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}
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private void UpdateUIScale(WindowRoot root)
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{
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root.UIScaleSet = CalculateAutoScale(root);
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_propagateUIScaleChanged(root);
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root.InvalidateMeasure();
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}
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private static void _propagateUIScaleChanged(Control control)
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{
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control.UIScaleChanged();
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foreach (var child in control.Children)
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{
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_propagateUIScaleChanged(child);
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}
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}
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private void WindowSizeChanged(WindowResizedEventArgs windowResizedEventArgs)
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{
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if (!_windowsToRoot.TryGetValue(windowResizedEventArgs.Window.Id, out var root))
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return;
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UpdateUIScale(root);
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root.InvalidateMeasure();
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}
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}
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