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* 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>
279 lines
11 KiB
C#
279 lines
11 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.Examine;
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using Content.Client.Hands.Systems;
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using Content.Client.Strip;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Systems.Hands.Controls;
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using Content.Client.Verbs.UI;
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using Content.Shared.Cuffs;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Ensnaring.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Strip.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using static Content.Client.Inventory.ClientInventorySystem;
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using static Robust.Client.UserInterface.Control;
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namespace Content.Client.Inventory
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{
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[UsedImplicitly]
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public sealed class StrippableBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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private readonly ExamineSystem _examine;
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private readonly HandsSystem _hands;
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private readonly InventorySystem _inv;
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private readonly SharedCuffableSystem _cuffable;
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private readonly StrippableSystem _strippable;
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[ViewVariables]
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private const int ButtonSeparation = 4;
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[ViewVariables]
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public const string HiddenPocketEntityId = "StrippingHiddenEntity";
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[ViewVariables]
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private StrippingMenu? _strippingMenu;
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[ViewVariables]
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private readonly EntityUid _virtualHiddenEntity;
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/// <summary>
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/// The current amount of added hand buttons.
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/// </summary>
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[ViewVariables]
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private int _handCount;
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/// <summary>
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/// The current shape of the inventory, needed to calculate the window size.
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/// </summary>
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[ViewVariables]
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private Vector2i _inventoryDimensions;
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public StrippableBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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_examine = EntMan.System<ExamineSystem>();
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_hands = EntMan.System<HandsSystem>();
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_inv = EntMan.System<InventorySystem>();
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_cuffable = EntMan.System<SharedCuffableSystem>();
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_strippable = EntMan.System<StrippableSystem>();
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_virtualHiddenEntity = EntMan.SpawnEntity(HiddenPocketEntityId, MapCoordinates.Nullspace);
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}
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protected override void Open()
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{
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base.Open();
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_strippingMenu = this.CreateWindowCenteredLeft<StrippingMenu>();
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_strippingMenu.OnDirty += UpdateMenu;
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_strippingMenu.Title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner, EntMan)));
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}
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protected override void Dispose(bool disposing)
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{
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if (!disposing)
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return;
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if (_strippingMenu != null)
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_strippingMenu.OnDirty -= UpdateMenu;
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EntMan.DeleteEntity(_virtualHiddenEntity);
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base.Dispose(disposing);
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}
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public void DirtyMenu()
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{
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if (_strippingMenu != null)
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_strippingMenu.Dirty = true;
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}
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public void UpdateMenu()
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{
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if (_strippingMenu == null)
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return;
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_strippingMenu.ClearButtons();
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_handCount = 0;
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_inventoryDimensions = Vector2i.Zero;
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if (EntMan.TryGetComponent<InventoryComponent>(Owner, out var inv))
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{
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foreach (var slot in inv.Slots)
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{
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AddInventoryButton(Owner, slot.Name, inv);
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}
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}
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if (EntMan.TryGetComponent<HandsComponent>(Owner, out var handsComp) && handsComp.CanBeStripped)
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{
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// good ol hands shit code. there is a GuiHands comparer that does the same thing... but these are hands
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// and not gui hands... which are different...
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Right)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Middle)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Left)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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}
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// snare-removal button. This is just the old button before the change to item slots. It is pretty out of place.
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if (EntMan.TryGetComponent<EnsnareableComponent>(Owner, out var snare) && snare.IsEnsnared)
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{
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var button = new Button()
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{
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Text = Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"),
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StyleClasses = { StyleClass.ButtonOpenRight }
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};
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button.OnPressed += (_) => SendPredictedMessage(new StrippingEnsnareButtonPressed());
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_strippingMenu.SnareContainer.AddChild(button);
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}
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// TODO fix layout container measuring (its broken atm).
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// _strippingMenu.InvalidateMeasure();
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// _strippingMenu.Contents.Measure(Vector2Helpers.Infinity);
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// TODO allow windows to resize based on content's desired size
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// for now: shit-code
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// calculate the window size manually
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// +20 horizontally and vertically from the ContentsContainer margin
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// +16 vertically from the BoxContainer margin
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// +27 vertically from the window header
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var horizontalMenuSize = Math.Max(200, Math.Max(_handCount, _inventoryDimensions.X + 1) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 20);
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var verticalMenuSize = Math.Max(200, (_inventoryDimensions.Y + (_handCount > 0 ? 2 : 1)) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 53);
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if (snare?.IsEnsnared == true)
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verticalMenuSize += 20;
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_strippingMenu.SetSize = new Vector2(horizontalMenuSize, verticalMenuSize);
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}
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private void AddHandButton(Entity<HandsComponent> ent, string handId, Hand hand)
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{
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var button = new HandButton(handId, hand.Location);
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button.Pressed += SlotPressed;
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var heldEntity = _hands.GetHeldItem(ent.AsNullable(), handId);
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if (EntMan.TryGetComponent<VirtualItemComponent>(heldEntity, out var virt))
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{
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button.Blocked = true;
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if (EntMan.TryGetComponent<CuffableComponent>(Owner, out var cuff) && _cuffable.GetAllCuffs(cuff).Contains(virt.BlockingEntity))
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button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
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}
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UpdateEntityIcon(button, heldEntity);
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_strippingMenu!.HandsContainer.AddChild(button);
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LayoutContainer.SetPosition(button, new Vector2i(_handCount, 0) * (SlotControl.DefaultButtonSize + ButtonSeparation));
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_handCount++;
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}
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private void SlotPressed(GUIBoundKeyEventArgs ev, SlotControl slot)
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{
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// TODO: allow other interactions? Verbs? But they should then generate a pop-up and/or have a delay so the
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// user that is being stripped can prevent the verbs from being exectuted.
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// So for now: only stripping & examining
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if (ev.Function == EngineKeyFunctions.Use)
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{
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SendPredictedMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
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return;
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}
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if (slot.Entity == null)
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return;
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if (ev.Function == ContentKeyFunctions.ExamineEntity)
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{
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_examine.DoExamine(slot.Entity.Value);
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ev.Handle();
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}
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else if (ev.Function == EngineKeyFunctions.UseSecondary)
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{
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(slot.Entity.Value);
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ev.Handle();
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}
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}
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private void AddInventoryButton(EntityUid invUid, string slotId, InventoryComponent inv)
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{
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if (!_inv.TryGetSlotContainer(invUid, slotId, out var container, out var slotDef, inv))
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return;
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var entity = container.ContainedEntity;
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// If this is a full pocket, obscure the real entity
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// this does not work for modified clients because they are still sent the real entity
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if (entity != null && _strippable.IsStripHidden(slotDef, _player.LocalEntity))
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entity = _virtualHiddenEntity;
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var button = new SlotButton(new SlotData(slotDef, container));
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button.Pressed += SlotPressed;
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_strippingMenu!.InventoryContainer.AddChild(button);
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UpdateEntityIcon(button, entity);
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LayoutContainer.SetPosition(button, slotDef.StrippingWindowPos * (SlotControl.DefaultButtonSize + ButtonSeparation));
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if (slotDef.StrippingWindowPos.X > _inventoryDimensions.X)
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_inventoryDimensions = new Vector2i(slotDef.StrippingWindowPos.X, _inventoryDimensions.Y);
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if (slotDef.StrippingWindowPos.Y > _inventoryDimensions.Y)
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_inventoryDimensions = new Vector2i(_inventoryDimensions.X, slotDef.StrippingWindowPos.Y);
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}
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private void UpdateEntityIcon(SlotControl button, EntityUid? entity)
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{
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// Hovering, highlighting & storage are features of general hands & inv GUIs. This UI just re-uses these because I'm lazy.
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button.ClearHover();
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button.StorageButton.Visible = false;
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if (entity == null)
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{
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button.SetEntity(null);
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return;
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}
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EntityUid? viewEnt;
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if (EntMan.TryGetComponent<VirtualItemComponent>(entity, out var virt))
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viewEnt = EntMan.HasComponent<SpriteComponent>(virt.BlockingEntity) ? virt.BlockingEntity : null;
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else if (EntMan.HasComponent<SpriteComponent>(entity))
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viewEnt = entity;
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else
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return;
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button.SetEntity(viewEnt);
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}
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}
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}
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