Screen load event for GameplayState (#14316)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Flipp Syder
2023-03-10 19:25:56 -08:00
committed by GitHub
parent 20eb8f9178
commit 3eb8f70985
9 changed files with 141 additions and 49 deletions

View File

@@ -1,29 +1,15 @@
using Content.Client.Construction.UI;
using Content.Client.Hands;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Screens;
using Content.Client.UserInterface.Systems.Actions;
using Content.Client.UserInterface.Systems.Alerts;
using Content.Client.UserInterface.Systems.Chat;
using Content.Client.UserInterface.Systems.Chat.Widgets;
using Content.Client.UserInterface.Systems.Ghost;
using Content.Client.UserInterface.Systems.Hands;
using Content.Client.UserInterface.Systems.Hotbar;
using Content.Client.UserInterface.Systems.Hotbar.Widgets;
using Content.Client.UserInterface.Systems.Inventory;
using Content.Client.UserInterface.Systems.MenuBar;
using Content.Client.UserInterface.Systems.Viewport;
using Content.Client.UserInterface.Systems.Gameplay;
using Content.Client.Viewport;
using Content.Shared.CCVar;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
using Robust.Client.Player;
using Robust.Client.GameObjects;
namespace Content.Client.Gameplay
{
@@ -39,25 +25,13 @@ namespace Content.Client.Gameplay
public MainViewport Viewport => _uiManager.ActiveScreen!.GetWidget<MainViewport>()!;
private readonly GhostUIController _ghostController;
private readonly ActionUIController _actionController;
private readonly AlertsUIController _alertsController;
private readonly HotbarUIController _hotbarController;
private readonly ChatUIController _chatController;
private readonly ViewportUIController _viewportController;
private readonly GameTopMenuBarUIController _menuController;
private readonly GameplayStateLoadController _loadController;
public GameplayState()
{
IoCManager.InjectDependencies(this);
_ghostController = _uiManager.GetUIController<GhostUIController>();
_actionController = _uiManager.GetUIController<ActionUIController>();
_alertsController = _uiManager.GetUIController<AlertsUIController>();
_hotbarController = _uiManager.GetUIController<HotbarUIController>();
_chatController = _uiManager.GetUIController<ChatUIController>();
_viewportController = _uiManager.GetUIController<ViewportUIController>();
_menuController = _uiManager.GetUIController<GameTopMenuBarUIController>();
_loadController = _uiManager.GetUIController<GameplayStateLoadController>();
}
protected override void Startup()
@@ -109,10 +83,7 @@ namespace Content.Client.Gameplay
private void UnloadMainScreen()
{
_chatController.SetMainChat(false);
_menuController.UnloadButtons();
_ghostController.UnloadGui();
_actionController.UnloadGui();
_loadController.UnloadScreen();
_uiManager.UnloadScreen();
}
@@ -128,29 +99,15 @@ namespace Content.Client.Gameplay
{
case ScreenType.Default:
_uiManager.LoadScreen<DefaultGameScreen>();
break;
case ScreenType.Separated:
_uiManager.LoadScreen<SeparatedChatGameScreen>();
break;
}
_chatController.SetMainChat(true);
_viewportController.ReloadViewport();
_menuController.LoadButtons();
// TODO: This could just be like, the equivalent of an event or something
_ghostController.LoadGui();
_actionController.LoadGui();
_alertsController.SyncAlerts();
_hotbarController.ReloadHotbar();
var viewportContainer = _uiManager.ActiveScreen!.FindControl<LayoutContainer>("ViewportContainer");
_chatController.SetSpeechBubbleRoot(viewportContainer);
_loadController.LoadScreen();
}
protected override void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
{
if (args.Viewport == null)