Better inventory window, inventory buttons on game HUD.

Part of #272
This commit is contained in:
Pieter-Jan Briers
2019-07-23 23:24:47 +02:00
parent 4d202a7678
commit 1fbb5915aa
12 changed files with 431 additions and 252 deletions

View File

@@ -1,20 +1,15 @@
using System;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.Clothing;
using Content.Client.UserInterface;
using Content.Shared.GameObjects;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
@@ -27,24 +22,8 @@ namespace Content.Client.GameObjects
{
private readonly Dictionary<Slots, IEntity> _slots = new Dictionary<Slots, IEntity>();
[Dependency]
#pragma warning disable 649
private readonly IGameHud _gameHud;
#pragma warning restore 649
/// <summary>
/// Holds the godot control for the inventory window
/// </summary>
private InventoryWindow _window;
public SS14Window Window => _window;
private string _templateName = "HumanInventory"; //stored for serialization purposes
/// <summary>
/// Inventory template after being loaded from instance creator and string name
/// </summary>
private Inventory _inventory;
[ViewVariables]
public InventoryInterfaceController InterfaceController { get; private set; }
private ISpriteComponent _sprite;
@@ -52,27 +31,21 @@ namespace Content.Client.GameObjects
{
base.OnRemove();
_window.Dispose();
InterfaceController?.Dispose();
}
public override void Initialize()
{
base.Initialize();
//Loads inventory template
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
var type = reflectionManager.LooseGetType(_templateName);
DebugTools.Assert(type != null);
_inventory = (Inventory) Activator.CreateInstance(type);
//Creates godot control class for inventory
_window = new InventoryWindow(this);
_window.CreateInventory(_inventory);
_window.OnClose += () => _gameHud.InventoryButtonDown = false;
var controllerType = ReflectionManager.LooseGetType(InventoryInstance.InterfaceControllerTypeName);
var args = new object[] {this};
InterfaceController = DynamicTypeFactory.CreateInstance<InventoryInterfaceController>(controllerType, args);
InterfaceController.Initialize();
if (Owner.TryGetComponent(out _sprite))
{
foreach (var mask in _inventory.SlotMasks.OrderBy(s => _inventory.SlotDrawingOrder(s)))
foreach (var mask in InventoryInstance.SlotMasks.OrderBy(s => InventoryInstance.SlotDrawingOrder(s)))
{
if (mask == Slots.NONE)
{
@@ -90,13 +63,6 @@ namespace Content.Client.GameObjects
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _templateName, "Template", "HumanInventory");
}
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(curState, nextState);
@@ -151,12 +117,12 @@ namespace Content.Client.GameObjects
}
}
_window?.AddToSlot(slot, entity);
InterfaceController?.AddToSlot(slot, entity);
}
private void _clearSlot(Slots slot)
{
_window?.RemoveFromSlot(slot);
InterfaceController?.RemoveFromSlot(slot);
_sprite?.LayerSetVisible(slot, false);
}
@@ -180,160 +146,13 @@ namespace Content.Client.GameObjects
switch (message)
{
case PlayerAttachedMsg _:
_gameHud.InventoryButtonVisible = true;
_gameHud.InventoryButtonToggled = b =>
{
if (b)
{
Window.Open();
}
else
{
Window.Close();
}
};
InterfaceController.PlayerAttached();
break;
case PlayerDetachedMsg _:
_gameHud.InventoryButtonVisible = false;
_window.Close();
InterfaceController.PlayerDetached();
break;
}
}
/// <summary>
/// Temporary window to hold the basis for inventory hud
/// </summary>
private sealed class InventoryWindow : SS14Window
{
private List<Slots> IndexedSlots;
private Dictionary<Slots, InventoryButton>
InventorySlots = new Dictionary<Slots, InventoryButton>(); //ordered dictionary?
private readonly ClientInventoryComponent InventoryComponent;
private readonly GridContainer _gridContainer;
public InventoryWindow(ClientInventoryComponent inventory)
{
Title = "Inventory";
InventoryComponent = inventory;
_gridContainer = new GridContainer();
Contents.AddChild(_gridContainer);
Size = CombinedMinimumSize;
}
/// <summary>
/// Creates a grid container filled with slot buttons loaded from an inventory template
/// </summary>
public void CreateInventory(Inventory inventory)
{
_gridContainer.Columns = inventory.Columns;
IndexedSlots = new List<Slots>(inventory.SlotMasks);
foreach (var slot in IndexedSlots)
{
var newButton = new InventoryButton(slot);
if (slot == Slots.NONE)
{
//TODO: Re-enable when godot grid container maintains grid with invisible elements
//newbutton.Visible = false;
}
else
{
// Store slot button and give it the default onpress behavior for empty elements
newButton.GetChild<Button>("Button").OnPressed += AddToInventory;
InventorySlots.Add(slot, newButton);
}
if (SlotNames.ContainsKey(slot))
{
var button = newButton.GetChild<Button>("Button");
button.Text = button.ToolTip = SlotNames[slot];
}
_gridContainer.AddChild(newButton);
}
}
/// <summary>
/// Adds the item we have equipped to the slot texture and prepares the slot button for removal
/// </summary>
public void AddToSlot(Slots slot, IEntity entity)
{
var button = InventorySlots[slot];
button.EntityUid = entity.Uid;
var theButton = button.GetChild<Button>("Button");
theButton.OnPressed += RemoveFromInventory;
theButton.OnPressed -= AddToInventory;
theButton.Text = "";
//Gets entity sprite and assigns it to button texture
if (entity.TryGetComponent(out ISpriteComponent sprite))
{
var view = button.GetChild<SpriteView>("SpriteView");
view.Sprite = sprite;
}
}
/// <summary>
/// Remove element from the UI and update its button to blank texture and prepare for insertion again
/// </summary>
public void RemoveFromSlot(Slots slot)
{
var button = InventorySlots[slot];
button.GetChild<SpriteView>("SpriteView").Sprite = null;
button.EntityUid = EntityUid.Invalid;
var theButton = button.GetChild<Button>("Button");
theButton.OnPressed -= RemoveFromInventory;
theButton.OnPressed += AddToInventory;
theButton.Text = SlotNames[slot];
}
private void RemoveFromInventory(BaseButton.ButtonEventArgs args)
{
args.Button.Pressed = false;
var control = (InventoryButton) args.Button.Parent;
InventoryComponent.SendUnequipMessage(control.Slot);
}
private void AddToInventory(BaseButton.ButtonEventArgs args)
{
args.Button.Pressed = false;
var control = (InventoryButton) args.Button.Parent;
InventoryComponent.SendEquipMessage(control.Slot);
}
}
private sealed class InventoryButton : MarginContainer
{
public Slots Slot { get; }
public EntityUid EntityUid { get; set; }
public InventoryButton(Slots slot)
{
Slot = slot;
CustomMinimumSize = (50, 50);
AddChild(new Button("Button")
{
ClipText = true
});
AddChild(new SpriteView("SpriteView")
{
MouseFilter = MouseFilterMode.Ignore
});
}
}
}
}