mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 11:40:52 +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>
200 lines
6.1 KiB
C#
200 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Profiling;
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namespace Robust.Client.UserInterface;
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internal sealed partial class UserInterfaceManager
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{
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private readonly List<WindowRoot> _roots = new();
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private readonly Dictionary<WindowId, WindowRoot> _windowsToRoot = new();
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public IEnumerable<UIRoot> AllRoots => _roots;
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private readonly List<Control> _modalStack = new();
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private void RunMeasure(Control control)
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{
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if (control.IsMeasureValid || !control.IsInsideTree)
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return;
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if (control.Parent != null)
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{
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RunMeasure(control.Parent);
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}
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if (control is WindowRoot root)
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{
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control.Measure(root.Window.RenderTarget.Size / root.UIScale);
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}
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else if (control.PreviousMeasure.HasValue)
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{
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control.Measure(control.PreviousMeasure.Value);
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}
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}
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private void RunArrange(Control control)
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{
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if (control.IsArrangeValid || !control.IsInsideTree)
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return;
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if (control.Parent != null)
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{
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RunArrange(control.Parent);
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}
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if (control is WindowRoot root)
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{
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control.Arrange(UIBox2.FromDimensions(Vector2.Zero, root.Window.RenderTarget.Size / root.UIScale));
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}
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else if (control.PreviousArrange.HasValue)
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{
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control.Arrange(control.PreviousArrange.Value);
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}
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}
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public void Popup(string contents, string title = "Alert!")
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{
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var popup = new DefaultWindow
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{
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Title = title
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};
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popup.Contents.AddChild(new Label {Text = contents});
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popup.OpenCentered();
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}
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public void ControlHidden(Control control)
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{
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// Does the same thing but it could later be changed so..
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ControlRemovedFromTree(control);
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}
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public void ControlRemovedFromTree(Control control)
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{
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ReleaseKeyboardFocus(control);
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RemoveModal(control);
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if (control == CurrentlyHovered)
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{
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control.MouseExited();
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CurrentlyHovered = null;
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_clearTooltip();
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}
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if (control != ControlFocused) return;
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ControlFocused = null;
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}
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public void PushModal(Control modal)
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{
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_modalStack.Add(modal);
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}
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public void RemoveModal(Control modal)
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{
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if (_modalStack.Remove(modal))
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{
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modal.ModalRemoved();
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}
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}
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public void Render(IRenderHandle renderHandle)
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{
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// Render secondary windows LAST.
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// This makes it so that (hopefully) the GPU will be done rendering secondary windows
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// by the times we try to blit to them at the end of Clyde's render cycle,
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// So that the GL driver doesn't have to block on glWaitSync.
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foreach (var root in _roots)
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{
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if (root.Window != _clyde.MainWindow)
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{
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using var _ = _prof.Group("Window");
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_prof.WriteValue("ID", ProfData.Int32((int) root.Window.Id));
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renderHandle.RenderInRenderTarget(
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root.Window.RenderTarget,
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() => DoRender(root),
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root.ActualBgColor);
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}
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}
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using (_prof.Group("Main"))
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{
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DoRender(_windowsToRoot[_clyde.MainWindow.Id]);
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}
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void DoRender(WindowRoot root)
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{
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var total = 0;
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_render(renderHandle, ref total, root, Vector2i.Zero, Color.White, null);
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var drawingHandle = renderHandle.DrawingHandleScreen;
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drawingHandle.SetTransform(Vector2.Zero, Angle.Zero, Vector2.One);
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OnPostDrawUIRoot?.Invoke(new PostDrawUIRootEventArgs(root, drawingHandle));
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_prof.WriteValue("Controls rendered", ProfData.Int32(total));
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}
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}
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public void QueueStyleUpdate(Control control)
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{
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_styleUpdateQueue.Enqueue(control);
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}
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public void QueueMeasureUpdate(Control control)
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{
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_measureUpdateQueue.Enqueue(control);
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_arrangeUpdateQueue.Enqueue(control);
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}
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public void QueueArrangeUpdate(Control control)
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{
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_arrangeUpdateQueue.Enqueue(control);
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}
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public WindowRoot CreateWindowRoot(IClydeWindow window)
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{
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if (_windowsToRoot.ContainsKey(window.Id))
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{
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throw new ArgumentException("Window already has a UI root.");
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}
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var newRoot = new WindowRoot(window)
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{
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MouseFilter = Control.MouseFilterMode.Ignore,
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HorizontalAlignment = Control.HAlignment.Stretch,
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VerticalAlignment = Control.VAlignment.Stretch,
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UIScaleSet = window.ContentScale.X
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};
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_roots.Add(newRoot);
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_windowsToRoot.Add(window.Id, newRoot);
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newRoot.StyleSheetUpdate();
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newRoot.InvalidateMeasure();
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QueueMeasureUpdate(newRoot);
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return newRoot;
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}
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public void DestroyWindowRoot(IClydeWindow window)
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{
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// Destroy window root if this window had one.
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if (!_windowsToRoot.TryGetValue(window.Id, out var root))
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return;
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_windowsToRoot.Remove(window.Id);
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_roots.Remove(root);
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root.RemoveAllChildren();
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}
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public WindowRoot? GetWindowRoot(IClydeWindow window)
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{
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return !_windowsToRoot.TryGetValue(window.Id, out var root) ? null : root;
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}
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}
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