mirror of
https://github.com/space-wizards/space-station-14.git
synced 2026-02-14 19:29:53 +01:00
* Apply patch1777eea9a4..6b32bb2b14Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * make red squiggly line go away Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Add todo list Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Add palette to `TextureButton` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * migrate `ContextMenu` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * tweak NT colors * New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet` * Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons` * move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * tweak color & update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * chat is this real (update chat palette) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `SmallButton` and remove some obsolete things from `StyleNano` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * replace `ButtonColorGreen` with `Positive` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `Placeholder` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Examine popup buttons Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * move over more things & cleanup `StyleNano` more (under 1000 lines!!!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Remove some more redundant stuff Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Undo style change for chat window Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * paper editing works now Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `OptionButton` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * fix `ActionButton` not having highlighting Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ButtonBig` and more cleanup Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move items inheriting from `ISheetletConfig` into their own directory Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Cleanup & move `Label` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Action search box styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Moved, stuff is Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * yap & move over MORE stuff (just like one thing left!!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Change status classes to appropriate existing classes Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * remove remaining references to `StyleNano` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Fix some hardcoding & broken code, `GetFromControl` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Scrollbars! Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * chores Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * clean up `StyleClass.cs` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ItemListSheetlet` refactor Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * more chores! Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Consistency w/ directory structure Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move `MainMenuSheetlet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ColorPalette` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * whoopsie Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Remove most sheet-specific sheetlets Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * yap Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * MASSIVE resharper skill issue Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * actually use `ISheetletConfig` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * have specific sheetlet be specific Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `GetResourceOr` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * cleanup & move / remove `IPalette`s Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * actually do specific stylesheets correctly & fix tooltips Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * cleanup & logging Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move `FontKind` and `FontKindExtensions` to their own files Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `InterfaceStylesheet` to `SystemStylesheet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * change `ButtonHovered` etc to `PseudoHovered` etc Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * give the palettes fun names Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `StyleSpace` is no more Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * It should compile now! I am now going to bed (fr) if it fails it fails Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * make squiggly red line go away Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * add additional type restrictions to sheetlets * `CommonStylesheet` * minor cleanup * Make `GetSheetletRules` not horrible * wait this was duplicating style rules. oops! * move some sheetlets to their associated xamls * oh wait apparently that was important * review pass 1 * review pass 2 (font & color stuff) * review pass 3: remove unused stuff / filename fix * fix warnings & "replace cast with explicit variable type" * move `Palette` stuff to its own directory * tweak colors (they're different now that I actually fixed the OKlab thing) * review pass 4: little things * make window close button grey before hovering * refactor `HLine` to make it less terrible and allow it to be styled * fix `NanoHeading` (it's been broken for a while whoops) and cleanup hardcoding * band-aid missing references in `StyleNano` * move `StyleBox` generating functions out of `IButtonSheetlet` into `StyleBoxHelper` * remove dictionary field from `IStylesheetManager` * Add check for unloaded sheetlets * style tweaks to satisfy OCD * I somehow missed this: `Caution` styleclass replaced with `negative`, refactor `PowerChargeWindow` * tweak palettes for like the fourth time * construct `StyleNano` / `StyleSpace` in `StylesheetManager` and mark them as obsolete * rename `BackgroundPanel` classes for consistency * tweak window / `ListContainer` * oh right you use `///` not `/**` * font system is bad, make it temporary * acknowledge Divider funkyness * remove use of class `Disabled` * `ColorPalette` allow overriding colors with brace initialization * review pass again * tweak disabled button colors * `StatusPalette` tweaks * typo * Make squiggly red line go away * Delete `Redux` * Remove all references to `Redux` * make red less radioactive * Store stylesheet name inside stylesheet class * fix merge errors * use RT's Oklab support instead * shuffle around `StylesheetManager` fields * apply stylesheets based off `StylesheetComponent` * simplify `ColorPalette` construction * add todo for `SheetletConfigType` * `OptionButton` has a background color now * fix disabled buttons * sigh (red color palette fixed) * make `ItemList` use primary palette * Revert "apply stylesheets based off `StylesheetComponent`" This reverts commitc05b147da8. * dead code removal * buttons are green when pressed (we need togglebuttons) --------- Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
434 lines
18 KiB
C#
434 lines
18 KiB
C#
using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Linq;
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using System.Numerics;
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using Content.Shared.FixedPoint;
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using Robust.Client.Graphics;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using Robust.Client.GameObjects;
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namespace Content.Client.Chemistry.UI
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{
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/// <summary>
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/// Client-side UI used to control a <see cref="SharedChemMasterComponent"/>
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/// </summary>
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[GenerateTypedNameReferences]
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public sealed partial class ChemMasterWindow : FancyWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly SpriteSystem _sprite;
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public event Action<BaseButton.ButtonEventArgs, ReagentButton>? OnReagentButtonPressed;
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public readonly Button[] PillTypeButtons;
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private const string PillsRsiPath = "/Textures/Objects/Specific/Chemistry/pills.rsi";
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/// <summary>
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/// Create and initialize the chem master UI client-side. Creates the basic layout,
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/// actual data isn't filled in until the server sends data about the chem master.
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/// </summary>
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public ChemMasterWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_sprite = _entityManager.System<SpriteSystem>();
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// Pill type selection buttons, in total there are 20 pills.
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// Pill rsi file should have states named as pill1, pill2, and so on.
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var resourcePath = new ResPath(PillsRsiPath);
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var pillTypeGroup = new ButtonGroup();
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PillTypeButtons = new Button[20];
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for (uint i = 0; i < PillTypeButtons.Length; i++)
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{
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// For every button decide which stylebase to have
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// Every row has 10 buttons
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String styleBase = StyleClass.ButtonOpenBoth;
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uint modulo = i % 10;
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if (i > 0 && modulo == 0)
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styleBase = StyleClass.ButtonOpenRight;
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else if (i > 0 && modulo == 9)
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styleBase = StyleClass.ButtonOpenLeft;
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else if (i == 0)
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styleBase = StyleClass.ButtonOpenRight;
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// Generate buttons
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PillTypeButtons[i] = new Button
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{
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Access = AccessLevel.Public,
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StyleClasses = { styleBase },
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MaxSize = new Vector2(42, 28),
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Group = pillTypeGroup
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};
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// Generate buttons textures
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var specifier = new SpriteSpecifier.Rsi(resourcePath, "pill" + (i + 1));
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TextureRect pillTypeTexture = new TextureRect
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{
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Texture = _sprite.Frame0(specifier),
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TextureScale = new Vector2(1.75f, 1.75f),
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Stretch = TextureRect.StretchMode.KeepCentered,
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};
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PillTypeButtons[i].AddChild(pillTypeTexture);
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Grid.AddChild(PillTypeButtons[i]);
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}
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PillDosage.InitDefaultButtons();
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PillNumber.InitDefaultButtons();
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BottleDosage.InitDefaultButtons();
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// Ensure label length is within the character limit.
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LabelLineEdit.IsValid = s => s.Length <= SharedChemMaster.LabelMaxLength;
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Tabs.SetTabTitle(0, Loc.GetString("chem-master-window-input-tab"));
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Tabs.SetTabTitle(1, Loc.GetString("chem-master-window-output-tab"));
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}
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private ReagentButton MakeReagentButton(string text, ChemMasterReagentAmount amount, ReagentId id, bool isBuffer, string styleClass)
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{
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var reagentTransferButton = new ReagentButton(text, amount, id, isBuffer, styleClass);
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reagentTransferButton.OnPressed += args
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=> OnReagentButtonPressed?.Invoke(args, reagentTransferButton);
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return reagentTransferButton;
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}
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/// <summary>
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/// Conditionally generates a set of reagent buttons based on the supplied boolean argument.
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/// This was moved outside of BuildReagentRow to facilitate conditional logic, stops indentation depth getting out of hand as well.
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/// </summary>
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private List<ReagentButton> CreateReagentTransferButtons(ReagentId reagent, bool isBuffer, bool addReagentButtons)
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{
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if (!addReagentButtons)
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return new List<ReagentButton>(); // Return an empty list if reagentTransferButton creation is disabled.
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var buttonConfigs = new (string text, ChemMasterReagentAmount amount, string styleClass)[]
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{
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("1", ChemMasterReagentAmount.U1, StyleClass.ButtonOpenBoth),
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("5", ChemMasterReagentAmount.U5, StyleClass.ButtonOpenBoth),
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("10", ChemMasterReagentAmount.U10, StyleClass.ButtonOpenBoth),
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("15", ChemMasterReagentAmount.U15, StyleClass.ButtonOpenBoth),
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("20", ChemMasterReagentAmount.U20, StyleClass.ButtonOpenBoth),
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("25", ChemMasterReagentAmount.U25, StyleClass.ButtonOpenBoth),
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("30", ChemMasterReagentAmount.U30, StyleClass.ButtonOpenBoth),
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("50", ChemMasterReagentAmount.U50, StyleClass.ButtonOpenBoth),
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("100", ChemMasterReagentAmount.U100, StyleClass.ButtonOpenBoth),
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(Loc.GetString("chem-master-window-buffer-all-amount"), ChemMasterReagentAmount.All, StyleClass.ButtonOpenLeft),
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};
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var buttons = new List<ReagentButton>();
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foreach (var (text, amount, styleClass) in buttonConfigs)
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{
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var reagentTransferButton = MakeReagentButton(text, amount, reagent, isBuffer, styleClass);
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buttons.Add(reagentTransferButton);
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}
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return buttons;
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}
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/// <summary>
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/// Update the UI state when new state data is received from the server.
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/// </summary>
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/// <param name="state">State data sent by the server.</param>
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public void UpdateState(BoundUserInterfaceState state)
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{
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var castState = (ChemMasterBoundUserInterfaceState)state;
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if (castState.UpdateLabel)
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LabelLine = GenerateLabel(castState);
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// Ensure the Panel Info is updated, including UI elements for Buffer Volume, Output Container and so on
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UpdatePanelInfo(castState);
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BufferCurrentVolume.Text = $" {castState.BufferCurrentVolume?.Int() ?? 0}u";
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InputEjectButton.Disabled = castState.InputContainerInfo is null;
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OutputEjectButton.Disabled = castState.OutputContainerInfo is null;
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CreateBottleButton.Disabled = castState.OutputContainerInfo?.Reagents == null;
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CreatePillButton.Disabled = castState.OutputContainerInfo?.Entities == null;
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UpdateDosageFields(castState);
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}
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//assign default values for pill and bottle fields.
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private void UpdateDosageFields(ChemMasterBoundUserInterfaceState castState)
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{
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var output = castState.OutputContainerInfo;
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var remainingCapacity = output is null ? 0 : (output.MaxVolume - output.CurrentVolume).Int();
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var holdsReagents = output?.Reagents != null;
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var pillNumberMax = holdsReagents ? 0 : remainingCapacity;
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var bottleAmountMax = holdsReagents ? remainingCapacity : 0;
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var bufferVolume = castState.BufferCurrentVolume?.Int() ?? 0;
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PillDosage.Value = (int)Math.Min(bufferVolume, castState.PillDosageLimit);
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PillTypeButtons[castState.SelectedPillType].Pressed = true;
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PillNumber.IsValid = x => x >= 0 && x <= pillNumberMax;
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PillDosage.IsValid = x => x > 0 && x <= castState.PillDosageLimit;
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BottleDosage.IsValid = x => x >= 0 && x <= bottleAmountMax;
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if (PillNumber.Value > pillNumberMax)
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PillNumber.Value = pillNumberMax;
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if (BottleDosage.Value > bottleAmountMax)
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BottleDosage.Value = bottleAmountMax;
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// Avoid division by zero
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if (PillDosage.Value > 0)
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{
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PillNumber.Value = Math.Min(bufferVolume / PillDosage.Value, pillNumberMax);
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}
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else
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{
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PillNumber.Value = 0;
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}
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BottleDosage.Value = Math.Min(bottleAmountMax, bufferVolume);
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}
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/// <summary>
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/// Generate a product label based on reagents in the buffer.
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/// </summary>
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/// <param name="state">State data sent by the server.</param>
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private string GenerateLabel(ChemMasterBoundUserInterfaceState state)
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{
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if (state.BufferCurrentVolume == 0)
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return "";
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var reagent = state.BufferReagents.OrderBy(r => r.Quantity).First().Reagent;
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_prototypeManager.TryIndex(reagent.Prototype, out ReagentPrototype? proto);
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return proto?.LocalizedName ?? "";
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}
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/// <summary>
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/// Update the container, buffer, and packaging panels.
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/// </summary>
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/// <param name="state">State data for the dispenser.</param>
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private void UpdatePanelInfo(ChemMasterBoundUserInterfaceState state)
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{
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BufferTransferButton.Pressed = state.Mode == ChemMasterMode.Transfer;
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BufferDiscardButton.Pressed = state.Mode == ChemMasterMode.Discard;
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BuildContainerUI(InputContainerInfo, state.InputContainerInfo, true);
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BuildContainerUI(OutputContainerInfo, state.OutputContainerInfo, false);
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BufferInfo.Children.Clear();
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// This has to happen here due to people possibly
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// setting sorting before putting any chemicals
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BufferSortButton.Text = state.SortingType switch
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{
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ChemMasterSortingType.Alphabetical => Loc.GetString("chem-master-window-sort-type-alphabetical"),
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ChemMasterSortingType.Quantity => Loc.GetString("chem-master-window-sort-type-quantity"),
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ChemMasterSortingType.Latest => Loc.GetString("chem-master-window-sort-type-latest"),
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_ => Loc.GetString("chem-master-window-sort-type-none")
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};
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if (!state.BufferReagents.Any())
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{
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BufferInfo.Children.Add(new Label { Text = Loc.GetString("chem-master-window-buffer-empty-text") });
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return;
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}
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var bufferHBox = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal
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};
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BufferInfo.AddChild(bufferHBox);
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var bufferLabel = new Label { Text = $"{Loc.GetString("chem-master-window-buffer-label")} " };
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bufferHBox.AddChild(bufferLabel);
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var bufferVol = new Label
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{
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Text = $"{state.BufferCurrentVolume}u",
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StyleClasses = { StyleClass.LabelWeak }
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};
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bufferHBox.AddChild(bufferVol);
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// This sets up the needed data for sorting later in a list
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// Its done this way to not repeat having to use same code twice (once for sorting
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// and once for displaying)
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var reagentList = new List<(ReagentId reagentId, string name, Color color, FixedPoint2 quantity)>();
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foreach (var (reagent, quantity) in state.BufferReagents)
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{
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var reagentId = reagent;
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_prototypeManager.TryIndex(reagentId.Prototype, out ReagentPrototype? proto);
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var name = proto?.LocalizedName ?? Loc.GetString("chem-master-window-unknown-reagent-text");
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var reagentColor = proto?.SubstanceColor ?? default(Color);
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reagentList.Add(new (reagentId, name, reagentColor, quantity));
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}
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// We sort here since we need sorted list to be filled first.
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// You can easily add any new params you need to it.
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switch (state.SortingType)
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{
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case ChemMasterSortingType.Alphabetical:
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reagentList = reagentList.OrderBy(x => x.name).ToList();
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break;
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case ChemMasterSortingType.Quantity:
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reagentList = reagentList.OrderByDescending(x => x.quantity).ToList();
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break;
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case ChemMasterSortingType.Latest:
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reagentList = Enumerable.Reverse(reagentList).ToList();
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break;
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case ChemMasterSortingType.None:
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default:
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// This case is pointless but it is there for readability
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break;
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}
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// initialises rowCount to allow for striped rows
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var rowCount = 0;
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foreach (var reagent in reagentList)
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{
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BufferInfo.Children.Add(BuildReagentRow(reagent.color, rowCount++, reagent.name, reagent.reagentId, reagent.quantity, true, true));
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}
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}
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private void BuildContainerUI(Control control, ContainerInfo? info, bool addReagentButtons)
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{
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control.Children.Clear();
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if (info is null)
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{
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control.Children.Add(new Label
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{
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Text = Loc.GetString("chem-master-window-no-container-loaded-text")
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});
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return;
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}
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// Name of the container and its fill status (Ex: 44/100u)
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control.Children.Add(new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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Children =
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{
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new Label { Text = $"{info.DisplayName}: " },
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new Label
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{
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Text = $"{info.CurrentVolume}/{info.MaxVolume}",
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StyleClasses = { StyleClass.LabelWeak }
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}
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}
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});
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// Initialises rowCount to allow for striped rows
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var rowCount = 0;
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// Handle entities if they are not null
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if (info.Entities != null)
|
|
{
|
|
foreach (var (id, quantity) in info.Entities.Select(x => (x.Id, x.Quantity)))
|
|
{
|
|
control.Children.Add(BuildReagentRow(default(Color), rowCount++, id, default(ReagentId), quantity, false, addReagentButtons));
|
|
}
|
|
}
|
|
|
|
// Handle reagents if they are not null
|
|
if (info.Reagents != null)
|
|
{
|
|
foreach (var reagent in info.Reagents)
|
|
{
|
|
_prototypeManager.TryIndex(reagent.Reagent.Prototype, out ReagentPrototype? proto);
|
|
var name = proto?.LocalizedName ?? Loc.GetString("chem-master-window-unknown-reagent-text");
|
|
var reagentColor = proto?.SubstanceColor ?? default(Color);
|
|
|
|
control.Children.Add(BuildReagentRow(reagentColor, rowCount++, name, reagent.Reagent, reagent.Quantity, false, addReagentButtons));
|
|
}
|
|
}
|
|
}
|
|
/// <summary>
|
|
/// Take reagent/entity data and present rows, labels, and buttons appropriately. todo sprites?
|
|
/// </summary>
|
|
private Control BuildReagentRow(Color reagentColor, int rowCount, string name, ReagentId reagent, FixedPoint2 quantity, bool isBuffer, bool addReagentButtons)
|
|
{
|
|
//Colors rows and sets fallback for reagentcolor to the same as background, this will hide colorPanel for entities hopefully
|
|
var rowColor1 = Color.FromHex("#1B1B1E");
|
|
var rowColor2 = Color.FromHex("#202025");
|
|
var currentRowColor = (rowCount % 2 == 1) ? rowColor1 : rowColor2;
|
|
if ((reagentColor == default(Color))|(!addReagentButtons))
|
|
{
|
|
reagentColor = currentRowColor;
|
|
}
|
|
//this calls the separated button builder, and stores the return to render after labels
|
|
var reagentButtonConstructors = CreateReagentTransferButtons(reagent, isBuffer, addReagentButtons);
|
|
|
|
// Create the row layout with the color panel
|
|
var rowContainer = new BoxContainer
|
|
{
|
|
Orientation = LayoutOrientation.Horizontal,
|
|
Children =
|
|
{
|
|
new Label { Text = $"{name}: " },
|
|
new Label
|
|
{
|
|
Text = $"{quantity}u",
|
|
StyleClasses = { StyleClass.LabelWeak }
|
|
},
|
|
|
|
// Padding
|
|
new Control { HorizontalExpand = true },
|
|
// Colored panels for reagents
|
|
new PanelContainer
|
|
{
|
|
Name = "colorPanel",
|
|
VerticalExpand = true,
|
|
MinWidth = 4,
|
|
PanelOverride = new StyleBoxFlat
|
|
{
|
|
BackgroundColor = reagentColor
|
|
},
|
|
Margin = new Thickness(0, 1)
|
|
}
|
|
}
|
|
};
|
|
|
|
// Add the reagent buttons after the color panel
|
|
foreach (var reagentTransferButton in reagentButtonConstructors)
|
|
{
|
|
rowContainer.AddChild(reagentTransferButton);
|
|
}
|
|
//Apply panencontainer to allow for striped rows
|
|
return new PanelContainer
|
|
{
|
|
PanelOverride = new StyleBoxFlat(currentRowColor),
|
|
Children = { rowContainer }
|
|
};
|
|
}
|
|
|
|
public string LabelLine
|
|
{
|
|
get => LabelLineEdit.Text;
|
|
set => LabelLineEdit.Text = value;
|
|
}
|
|
}
|
|
|
|
public sealed class ReagentButton : Button
|
|
{
|
|
public ChemMasterReagentAmount Amount { get; set; }
|
|
public bool IsBuffer = true;
|
|
public ReagentId Id { get; set; }
|
|
public ReagentButton(string text, ChemMasterReagentAmount amount, ReagentId id, bool isBuffer, string styleClass)
|
|
{
|
|
AddStyleClass(styleClass);
|
|
Text = text;
|
|
Amount = amount;
|
|
Id = id;
|
|
IsBuffer = isBuffer;
|
|
}
|
|
}
|
|
}
|