Various item status fixes/tweaks (#27267)
* Always display item status panel fully Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that. * Fix item status middle hand being on the wrong side I think I switched this around when fixing the left/right being inverted in the UI code. * Minor status panel UI tweaks Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps. Clip contents for panel * Fix clipping on implanters and network configurators. Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text. * Update visibility of item status panels based on whether you have hands at all. This avoids UI for borgs looking silly. Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code. * Use BulletRender for laser guns too. Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now. This involved generalizing BulletRender a bit so it can be used for not-just-bullets. * Fix geiger word wrapping if you're really fucked
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Content.Client/UserInterface/Controls/ClipControl.cs
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Content.Client/UserInterface/Controls/ClipControl.cs
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using System.Numerics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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namespace Content.Client.UserInterface.Controls;
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/// <summary>
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/// Pretends to child controls that there's infinite space.
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/// This can be used to make something like a <see cref="RichTextLabel"/> clip instead of wrapping.
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/// </summary>
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public sealed class ClipControl : Control
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{
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private bool _clipHorizontal = true;
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private bool _clipVertical = true;
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public bool ClipHorizontal
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{
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get => _clipHorizontal;
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set
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{
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_clipHorizontal = value;
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InvalidateMeasure();
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}
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}
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public bool ClipVertical
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{
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get => _clipVertical;
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set
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{
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_clipVertical = value;
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InvalidateMeasure();
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}
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}
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protected override Vector2 MeasureOverride(Vector2 availableSize)
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{
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if (ClipHorizontal)
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availableSize = availableSize with { X = float.PositiveInfinity };
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if (ClipVertical)
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availableSize = availableSize with { Y = float.PositiveInfinity };
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return base.MeasureOverride(availableSize);
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}
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protected override Vector2 ArrangeOverride(Vector2 finalSize)
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{
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foreach (var child in Children)
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{
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child.Arrange(UIBox2.FromDimensions(Vector2.Zero, child.DesiredSize));
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}
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return finalSize;
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}
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}
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