Add directional icons to crew monitors (#7404)
This commit is contained in:
@@ -1,4 +1,4 @@
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using Content.Shared.Medical.CrewMonitoring;
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using Content.Shared.Medical.CrewMonitoring;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -27,7 +27,7 @@ namespace Content.Client.Medical.CrewMonitoring
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switch (state)
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{
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case CrewMonitoringState st:
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_menu?.ShowSensors(st.Sensors);
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_menu?.ShowSensors(st.Sensors, st.WorldPosition, st.WorldRotation, st.Snap, st.Precision);
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break;
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}
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}
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@@ -1,6 +1,6 @@
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<DefaultWindow xmlns="https://spacestation14.io"
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Title="{Loc 'crew-monitoring-user-interface-title'}"
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MinSize="450 400">
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SetSize="450 400">
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<ScrollContainer HorizontalExpand="True"
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VerticalExpand="True">
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<GridContainer Name="SensorsTable"
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@@ -1,11 +1,12 @@
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using System.Collections.Generic;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Medical.SuitSensor;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Medical.CrewMonitoring
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{
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@@ -14,15 +15,21 @@ namespace Content.Client.Medical.CrewMonitoring
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{
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private List<Control> _rowsContent = new();
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public static int IconSize = 16; // XAML has a `VSeparationOverride` of 20 for each row.
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public CrewMonitoringWindow()
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{
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RobustXamlLoader.Load(this);
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}
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public void ShowSensors(List<SuitSensorStatus> stSensors)
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public void ShowSensors(List<SuitSensorStatus> stSensors, Vector2 worldPosition, Angle worldRotation, bool snap, float precision)
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{
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ClearAllSensors();
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// TODO scroll container
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// TODO filter by name & occupation
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// TODO make each row a xaml-control. Get rid of some of this c# control creation.
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// add a row for each sensor
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foreach (var sensor in stSensors)
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{
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@@ -53,26 +60,41 @@ namespace Content.Client.Medical.CrewMonitoring
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// add users positions
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// format: (x, y)
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string posText;
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if (sensor.Coordinates != null)
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var box = GetPositionBox(sensor.Coordinates, worldPosition, worldRotation, snap, precision);
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SensorsTable.AddChild(box);
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_rowsContent.Add(box);
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}
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}
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private BoxContainer GetPositionBox(MapCoordinates? coordinates, Vector2 sensorPosition, Angle sensorRotation, bool snap, float precision)
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{
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// todo: add locations names (kitchen, bridge, etc)
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var pos = sensor.Coordinates.Value.Position;
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var x = (int) pos.X;
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var y = (int) pos.Y;
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posText = $"({x}, {y})";
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var box = new BoxContainer() { Orientation = LayoutOrientation.Horizontal };
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if (coordinates == null)
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{
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var dirIcon = new DirectionIcon()
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{
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SetSize = (IconSize, IconSize),
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Margin = new(0, 0, 4, 0)
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};
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box.AddChild(dirIcon);
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box.AddChild(new Label() { Text = Loc.GetString("crew-monitoring-user-interface-no-info") });
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}
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else
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{
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posText = Loc.GetString("crew-monitoring-user-interface-no-info");
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}
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var posLabel = new Label()
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// todo: add locations names (kitchen, bridge, etc)
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var pos = (Vector2i) coordinates.Value.Position;
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var relPos = coordinates.Value.Position - sensorPosition;
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var dirIcon = new DirectionIcon(relPos, sensorRotation, snap, minDistance: precision)
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{
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Text = posText
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SetSize = (IconSize, IconSize),
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Margin = new(0, 0, 4, 0)
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};
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SensorsTable.AddChild(posLabel);
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_rowsContent.Add(posLabel);
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box.AddChild(dirIcon);
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box.AddChild(new Label() { Text = pos.ToString() });
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}
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return box;
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}
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private void ClearAllSensors()
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@@ -457,6 +457,11 @@ namespace Content.Client.Stylesheets
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var contextMenuExpansionTexture = resCache.GetTexture("/Textures/Interface/VerbIcons/group.svg.192dpi.png");
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var verbMenuConfirmationTexture = resCache.GetTexture("/Textures/Interface/VerbIcons/group.svg.192dpi.png");
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// south-facing arrow:
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var directionIconArrowTex = resCache.GetTexture("/Textures/Interface/VerbIcons/drop.svg.192dpi.png");
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var directionIconQuestionTex = resCache.GetTexture("/Textures/Interface/VerbIcons/information.svg.192dpi.png");
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var directionIconHereTex = resCache.GetTexture("/Textures/Interface/VerbIcons/dot.svg.192dpi.png");
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Stylesheet = new Stylesheet(BaseRules.Concat(new[]
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{
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// Window title.
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@@ -680,6 +685,16 @@ namespace Content.Client.Stylesheets
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.Pseudo(ContainerButton.StylePseudoClassDisabled)
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.Prop(Control.StylePropertyModulateSelf, ExamineButtonColorContextDisabled),
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// Direction / arrow icon
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Element<DirectionIcon>().Class(DirectionIcon.StyleClassDirectionIconArrow)
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.Prop(TextureRect.StylePropertyTexture, directionIconArrowTex),
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Element<DirectionIcon>().Class(DirectionIcon.StyleClassDirectionIconUnknown)
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.Prop(TextureRect.StylePropertyTexture, directionIconQuestionTex),
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Element<DirectionIcon>().Class(DirectionIcon.StyleClassDirectionIconHere)
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.Prop(TextureRect.StylePropertyTexture, directionIconHereTex),
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// Thin buttons (No padding nor vertical margin)
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Element<EntityContainerButton>().Class(StyleClassStorageButton)
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.Prop(ContainerButton.StylePropertyStyleBox, buttonStorage),
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70
Content.Client/UserInterface/Controls/DirectionIcon.cs
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70
Content.Client/UserInterface/Controls/DirectionIcon.cs
Normal file
@@ -0,0 +1,70 @@
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using Robust.Client.Graphics;
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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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/// Simple control that shows an arrow pointing in some direction.
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/// </summary>
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/// <remarks>
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/// The actual arrow and other icons are defined in the style sheet.
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/// </remarks>
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public sealed class DirectionIcon : TextureRect
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{
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public static string StyleClassDirectionIconArrow = "direction-icon-arrow"; // south pointing arrow
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public static string StyleClassDirectionIconHere = "direction-icon-here"; // "you have reached your destination"
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public static string StyleClassDirectionIconUnknown = "direction-icon-unknown"; // unknown direction / error
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private Angle? _rotation;
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public Angle? Rotation
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{
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get => _rotation;
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set
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{
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_rotation = value;
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SetOnlyStyleClass(value == null ? StyleClassDirectionIconUnknown : StyleClassDirectionIconArrow);
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}
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}
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public DirectionIcon()
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{
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Stretch = StretchMode.KeepAspectCentered;
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SetOnlyStyleClass(StyleClassDirectionIconUnknown);
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}
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public DirectionIcon(Direction direction) : this()
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{
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Rotation = direction.ToAngle();
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}
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/// <summary>
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/// Creates an icon with an arrow pointing in some direction.
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/// </summary>
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/// <param name="direction">The direction</param>
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/// <param name="relativeAngle">The relative angle. This may be the players eye rotation, the grid rotation, or
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/// maybe the world rotation of the entity that owns some BUI</param>
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/// <param name="snap">If true, will snap the nearest cardinal or diagonal direction</param>
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/// <param name="minDistance">If the distance is less than this, the arrow icon will be replaced by some other indicator</param>
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public DirectionIcon(Vector2 direction, Angle relativeAngle, bool snap, float minDistance = 0.1f) : this()
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{
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if (direction.EqualsApprox(Vector2.Zero, minDistance))
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{
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SetOnlyStyleClass(StyleClassDirectionIconHere);
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return;
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}
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var rotation = direction.ToWorldAngle() - relativeAngle;
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Rotation = snap ? rotation.GetDir().ToAngle() : rotation;
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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if (_rotation != null)
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{
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var offset = (-_rotation.Value).RotateVec(Size * UIScale / 2) - Size * UIScale / 2;
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handle.SetTransform(Matrix3.CreateTransform(GlobalPixelPosition - offset, -_rotation.Value));
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}
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base.Draw(handle);
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}
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}
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@@ -1,8 +1,4 @@
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using System.Collections.Generic;
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using Content.Shared.Medical.SuitSensor;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Medical.CrewMonitoring
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{
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@@ -18,7 +14,20 @@ namespace Content.Server.Medical.CrewMonitoring
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/// <summary>
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/// After what time sensor consider to be lost.
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/// </summary>
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[DataField("sensorTimeout")]
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[DataField("sensorTimeout"), ViewVariables(VVAccess.ReadWrite)]
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public float SensorTimeout = 10f;
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/// <summary>
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/// Whether the direction arrows in the monitor UI should snap the nearest diagonal or cardinal direction, or whether they should point exactly towards the target.
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/// </summary>
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[DataField("snap"), ViewVariables(VVAccess.ReadWrite)]
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public bool Snap = true;
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/// <summary>
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/// Minimum distance before the monitor direction indicator stops pointing towards the target and instead
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/// shows an icon indicating that the target is "here". Does not affect the displayed coordinates.
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/// </summary>
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[DataField("precision"), ViewVariables(VVAccess.ReadWrite)]
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public float Precision = 10f;
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}
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}
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@@ -1,10 +1,10 @@
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using System.Linq;
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using System.Linq;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Medical.SuitSensors;
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using Content.Server.UserInterface;
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using Content.Shared.Medical.CrewMonitoring;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Content.Shared.Movement.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Server.Medical.CrewMonitoring
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@@ -13,6 +13,7 @@ namespace Content.Server.Medical.CrewMonitoring
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{
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[Dependency] private readonly SuitSensorSystem _sensors = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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private const float UpdateRate = 3f;
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private float _updateDif;
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@@ -66,9 +67,22 @@ namespace Content.Server.Medical.CrewMonitoring
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if (ui == null)
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return;
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// For directional arrows, we need to fetch the monitor's transform data
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var xform = Transform(uid);
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var (worldPos, worldRot) = xform.GetWorldPositionRotation();
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// In general, the directions displayed depend on either the orientation of the grid, or the orientation of
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// the monitor. But in the special case where the monitor IS a player (i.e., admin ghost), we base it off
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// the players eye rotation. We don't know what that is for sure, but we know their last grid angle, which
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// should work well enough?
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if (TryComp(uid, out IMoverComponent? mover))
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worldRot = mover.LastGridAngle;
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else if (_mapManager.TryGetGrid(xform.GridID, out var grid))
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worldRot = grid.WorldRotation;
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// update all sensors info
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var allSensors = component.ConnectedSensors.Values.ToList();
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var uiState = new CrewMonitoringState(allSensors);
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var uiState = new CrewMonitoringState(allSensors, worldPos, worldRot, component.Snap, component.Precision);
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ui.SetState(uiState);
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}
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@@ -1,9 +1,4 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.FixedPoint;
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using Content.Shared.Medical.SuitSensor;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Medical.CrewMonitoring
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@@ -18,10 +13,18 @@ namespace Content.Shared.Medical.CrewMonitoring
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public sealed class CrewMonitoringState : BoundUserInterfaceState
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{
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public List<SuitSensorStatus> Sensors;
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public readonly Vector2 WorldPosition;
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public readonly Angle WorldRotation;
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public readonly bool Snap;
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public readonly float Precision;
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public CrewMonitoringState(List<SuitSensorStatus> sensors)
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public CrewMonitoringState(List<SuitSensorStatus> sensors, Vector2 worldPosition, Angle worldRot, bool snap, float precision)
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{
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Sensors = sensors;
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WorldPosition = worldPosition;
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WorldRotation = worldRot;
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Snap = snap;
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Precision = precision;
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}
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}
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@@ -176,6 +176,8 @@
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- AtmosphericsNitrogen
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- AtmosphericsCarbonDioxide
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- type: CrewMonitoringConsole
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snap: false
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precision: 3
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- type: DeviceNetwork
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deviceNetId: Wireless
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receiveFrequencyId: SuitSensor
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48
Resources/Textures/Interface/VerbIcons/dot.svg
Normal file
48
Resources/Textures/Interface/VerbIcons/dot.svg
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@@ -0,0 +1,48 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!-- Created with Inkscape (http://www.inkscape.org/) -->
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<svg
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width="32"
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height="32"
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viewBox="0 0 8.4666659 8.4666659"
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version="1.1"
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id="svg833"
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inkscape:export-filename="C:\Users\ElectroSR\Documents\GitHub\space-station-14\Resources\Textures\Interface\VerbIcons\dot.svg.192dpi.png"
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inkscape:export-xdpi="192"
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inkscape:export-ydpi="192"
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inkscape:version="1.1 (c68e22c387, 2021-05-23)"
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sodipodi:docname="dot.svg"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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xmlns="http://www.w3.org/2000/svg"
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xmlns:svg="http://www.w3.org/2000/svg">
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<sodipodi:namedview
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id="namedview835"
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pagecolor="#ffffff"
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bordercolor="#666666"
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borderopacity="1.0"
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inkscape:pageshadow="2"
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inkscape:pageopacity="0.0"
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inkscape:pagecheckerboard="true"
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inkscape:document-units="mm"
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showgrid="false"
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units="px"
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showguides="true"
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inkscape:zoom="17.597674"
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inkscape:cx="8.1828998"
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inkscape:cy="15.541827"
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inkscape:window-width="2560"
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inkscape:window-height="1417"
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inkscape:window-x="-8"
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inkscape:window-y="-8"
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inkscape:window-maximized="1"
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inkscape:current-layer="svg833" />
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<defs
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id="defs830" />
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<circle
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style="fill:#ffffff;stroke:#ffffff;stroke-width:0.165252;stroke-dasharray:0, 1.81777"
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id="path971"
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cx="4.2333331"
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cy="4.2333331"
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r="1.8073454" />
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</svg>
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|
After Width: | Height: | Size: 1.5 KiB |
BIN
Resources/Textures/Interface/VerbIcons/dot.svg.192dpi.png
Normal file
BIN
Resources/Textures/Interface/VerbIcons/dot.svg.192dpi.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 570 B |
@@ -0,0 +1,3 @@
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# Yeah this is literally just a circle.
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sample:
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filter: true
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Reference in New Issue
Block a user