Files
RobustToolbox/Robust.Client/UserInterface/IUserInterfaceManager.cs
Leon Friedrich 3500abfd47 Add IUserInterfaceManager.UpdateHovered() (#5083)
* Add `IUserInterfaceManager.UpdateHovered()`

* Try fix tests
2024-04-29 18:37:52 +10:00

163 lines
5.8 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Client.Audio.Sources;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared;
using Robust.Shared.Audio.Sources;
using Robust.Shared.Map;
namespace Robust.Client.UserInterface
{
public partial interface IUserInterfaceManager
{
void InitializeTesting();
InterfaceTheme ThemeDefaults { get; }
/// <summary>
/// Default style sheet that applies to all controls
/// that do not have a more specific style sheet via <see cref="Control.Stylesheet"/>.
/// </summary>
Stylesheet? Stylesheet { get; set; }
/// <summary>
/// A control can have "keyboard focus" separate from ControlFocused, obtained when calling
/// Control.GrabKeyboardFocus. Corresponding events in Control are KeyboardFocusEntered/Exited
/// </summary>
Control? KeyboardFocused { get; }
/// <summary>
/// A control gets "ControlFocused" when a mouse button (or any KeyBinding which has CanFocus = true) is
/// pressed down on the control. While it is focused, it will receive mouse hover events and the corresponding
/// keyup event if it still has focus when that occurs (it will NOT receive the keyup if focus has
/// been taken by another control). Focus is removed when a different control takes focus
/// (such as by pressing a different mouse button down over a different control) or when the keyup event
/// happens. When focus is lost on a control, it always fires Control.ControlFocusExited.
/// </summary>
Control? ControlFocused { get; set; }
public void PostInitialize();
ViewportContainer MainViewport { get; }
LayoutContainer StateRoot { get; }
LayoutContainer WindowRoot { get; }
LayoutContainer PopupRoot { get; }
PopupContainer ModalRoot { get; }
Control? CurrentlyHovered { get; }
/// <summary>
/// Gets the default UIScale that we will use if <see cref="CVars.DisplayUIScale"/> gets set to 0.
/// Based on the OS-assigned window scale factor.
/// </summary>
float DefaultUIScale { get; }
/// <summary>
/// The root control for the main game window.
/// </summary>
WindowRoot RootControl { get; }
IDebugMonitors DebugMonitors { get; }
void Popup(string contents, string title = "Alert!");
Control? MouseGetControl(ScreenCoordinates coordinates);
/// <summary>
/// Gets the mouse position in UI space, accounting for <see cref="UIScale"/>.
/// </summary>
ScreenCoordinates MousePositionScaled { get; }
ScreenCoordinates ScreenToUIPosition(ScreenCoordinates coordinates);
/// <summary>
/// Give a control keyboard focus, releasing focus on the currently focused control (if any).
/// </summary>
/// <param name="control">The control to give keyboard focus to.</param>
/// <exception cref="ArgumentNullException">Thrown if <see cref="control"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentException">
/// Thrown if <see cref="control"/> has <see cref="Control.CanKeyboardFocus"/> <c>false</c>.
/// </exception>
void GrabKeyboardFocus(Control control);
/// <summary>
/// Release keyboard focus from the currently focused control, if any.
/// </summary>
void ReleaseKeyboardFocus();
/// <summary>
/// Conditionally release keyboard focus if <see cref="ifControl"/> has keyboard focus.
/// </summary>
/// <exception cref="ArgumentNullException">
/// Thrown if <see cref="ifControl"/> is <c>null</c>.
/// </exception>
/// <seealso cref="ReleaseKeyboardFocus()"/>
void ReleaseKeyboardFocus(Control ifControl);
/// <summary>
/// Cursor automatically used when the mouse is not over any UI control.
/// </summary>
ICursor? WorldCursor { get; set; }
void PushModal(Control modal);
WindowRoot CreateWindowRoot(IClydeWindow window);
void DestroyWindowRoot(IClydeWindow window);
/// <summary>
/// Get the UI root associated with a window.
/// </summary>
/// <returns>Null if the window has no UI root.</returns>
WindowRoot? GetWindowRoot(IClydeWindow window);
IEnumerable<UIRoot> AllRoots { get; }
event Action<PostDrawUIRootEventArgs> OnPostDrawUIRoot;
void DeferAction(Action action);
public event Action<Control>? OnKeyBindDown;
void SetClickSound(IAudioSource? source);
/// <summary>
/// Plays the UI click sound if relevant
/// </summary>
void ClickSound();
void SetHoverSound(IAudioSource? source);
/// <summary>
/// Plays the UI hover sound if relevant.
/// </summary>
void HoverSound();
/// <summary>
/// Sets <see cref="CurrentlyHovered"/> to the given control.
/// </summary>
void SetHovered(Control? control);
/// <summary>
/// Forces <see cref="CurrentlyHovered"/> to get updated. This is done automatically when the mouse is moved,
/// but not necessarily a new or existing control is rearranged.
/// </summary>
void UpdateHovered();
}
public readonly struct PostDrawUIRootEventArgs
{
public readonly UIRoot Root;
public readonly DrawingHandleScreen DrawingHandle;
public PostDrawUIRootEventArgs(UIRoot root, DrawingHandleScreen drawingHandle)
{
Root = root;
DrawingHandle = drawingHandle;
}
}
}