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
This commit is contained in:
Pieter-Jan Briers
2024-04-24 16:01:31 +02:00
committed by GitHub
parent 38f490e5eb
commit 7b90c08a2c
16 changed files with 338 additions and 185 deletions

View File

@@ -0,0 +1,55 @@
using System.Numerics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
namespace Content.Client.UserInterface.Controls;
/// <summary>
/// Pretends to child controls that there's infinite space.
/// This can be used to make something like a <see cref="RichTextLabel"/> clip instead of wrapping.
/// </summary>
public sealed class ClipControl : Control
{
private bool _clipHorizontal = true;
private bool _clipVertical = true;
public bool ClipHorizontal
{
get => _clipHorizontal;
set
{
_clipHorizontal = value;
InvalidateMeasure();
}
}
public bool ClipVertical
{
get => _clipVertical;
set
{
_clipVertical = value;
InvalidateMeasure();
}
}
protected override Vector2 MeasureOverride(Vector2 availableSize)
{
if (ClipHorizontal)
availableSize = availableSize with { X = float.PositiveInfinity };
if (ClipVertical)
availableSize = availableSize with { Y = float.PositiveInfinity };
return base.MeasureOverride(availableSize);
}
protected override Vector2 ArrangeOverride(Vector2 finalSize)
{
foreach (var child in Children)
{
child.Arrange(UIBox2.FromDimensions(Vector2.Zero, child.DesiredSize));
}
return finalSize;
}
}