UI system refactor; submodule update.
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@@ -1,18 +1,13 @@
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using System;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Power;
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using NJsonSchema.Validation;
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using OpenTK.Graphics.OpenGL4;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Interfaces.Graphics;
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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.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Content.Client.GameObjects.Components.Power
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{
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@@ -72,34 +67,34 @@ namespace Content.Client.GameObjects.Components.Power
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_chargeBar.Value = castState.Charge;
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UpdateChargeBarColor(castState.Charge);
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float ChargePercentage = (castState.Charge / _chargeBar.MaxValue) * 100.0f;
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_window.ChargePercentage.Text = " " + ChargePercentage.ToString("0.00") + "%";
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var chargePercentage = (castState.Charge / _chargeBar.MaxValue) * 100.0f;
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_window.ChargePercentage.Text = " " + chargePercentage.ToString("0.00") + "%";
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}
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private void UpdateChargeBarColor(float charge)
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{
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float normalizedCharge = charge / _chargeBar.MaxValue;
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var normalizedCharge = charge / _chargeBar.MaxValue;
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float leftHue = 0.0f;// Red
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float middleHue = 0.066f;// Orange
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float rightHue = 0.33f;// Green
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float saturation = 1.0f;// Uniform saturation
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float value = 0.8f;// Uniform value / brightness
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float alpha = 1.0f;// Uniform alpha
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const float leftHue = 0.0f; // Red
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const float middleHue = 0.066f; // Orange
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const float rightHue = 0.33f; // Green
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const float saturation = 1.0f; // Uniform saturation
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const float value = 0.8f; // Uniform value / brightness
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const float alpha = 1.0f; // Uniform alpha
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// These should add up to 1.0 or your transition won't be smooth
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float leftSideSize = 0.5f;// Fraction of _chargeBar lerped from leftHue to middleHue
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float rightSideSize = 0.5f;// Fraction of _chargeBar lerped from middleHue to rightHue
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const float leftSideSize = 0.5f; // Fraction of _chargeBar lerped from leftHue to middleHue
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const float rightSideSize = 0.5f; // Fraction of _chargeBar lerped from middleHue to rightHue
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float finalHue;
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if (normalizedCharge <= leftSideSize)
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{
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normalizedCharge /= leftSideSize;// Adjust range to 0.0 to 1.0
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normalizedCharge /= leftSideSize; // Adjust range to 0.0 to 1.0
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finalHue = FloatMath.Lerp(leftHue, middleHue, normalizedCharge);
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}
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else
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{
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normalizedCharge = (normalizedCharge - leftSideSize) / rightSideSize;// Adjust range to 0.0 to 1.0.
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normalizedCharge = (normalizedCharge - leftSideSize) / rightSideSize; // Adjust range to 0.0 to 1.0.
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finalHue = FloatMath.Lerp(middleHue, rightHue, normalizedCharge);
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}
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@@ -109,7 +104,7 @@ namespace Content.Client.GameObjects.Components.Power
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_chargeBar.ForegroundStyleBoxOverride = new StyleBoxFlat();
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}
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var foregroundStyleBoxOverride = (StyleBoxFlat)_chargeBar.ForegroundStyleBoxOverride;
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var foregroundStyleBoxOverride = (StyleBoxFlat) _chargeBar.ForegroundStyleBoxOverride;
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foregroundStyleBoxOverride.BackgroundColor =
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Color.FromHsv(new Vector4(finalHue, saturation, value, alpha));
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}
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@@ -134,29 +129,29 @@ namespace Content.Client.GameObjects.Components.Power
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public ApcWindow()
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{
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Title = "APC";
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var rows = new VBoxContainer("Rows");
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var rows = new VBoxContainer();
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var statusHeader = new Label("StatusHeader") { Text = "Power Status: " };
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var statusHeader = new Label {Text = "Power Status: "};
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rows.AddChild(statusHeader);
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var breaker = new HBoxContainer("Breaker");
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var breakerLabel = new Label("Label") { Text = "Main Breaker: " };
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BreakerButton = new CheckButton {Name = "Breaker", Text = "Toggle"};
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var breaker = new HBoxContainer();
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var breakerLabel = new Label {Text = "Main Breaker: "};
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BreakerButton = new CheckButton {Text = "Toggle"};
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breaker.AddChild(breakerLabel);
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breaker.AddChild(BreakerButton);
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rows.AddChild(breaker);
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var externalStatus = new HBoxContainer("ExternalStatus");
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var externalStatusLabel = new Label("Label") { Text = "External Power: " };
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ExternalPowerStateLabel = new Label("Status") { Text = "Good" };
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var externalStatus = new HBoxContainer();
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var externalStatusLabel = new Label {Text = "External Power: "};
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ExternalPowerStateLabel = new Label {Text = "Good"};
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ExternalPowerStateLabel.SetOnlyStyleClass(NanoStyle.StyleClassPowerStateGood);
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externalStatus.AddChild(externalStatusLabel);
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externalStatus.AddChild(ExternalPowerStateLabel);
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rows.AddChild(externalStatus);
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var charge = new HBoxContainer("Charge");
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var chargeLabel = new Label("Label") { Text = "Charge:" };
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ChargeBar = new ProgressBar("Charge")
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var charge = new HBoxContainer();
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var chargeLabel = new Label {Text = "Charge:"};
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ChargeBar = new ProgressBar
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{
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SizeFlagsHorizontal = Control.SizeFlags.FillExpand,
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MinValue = 0.0f,
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@@ -164,7 +159,7 @@ namespace Content.Client.GameObjects.Components.Power
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Page = 0.0f,
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Value = 0.5f
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};
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ChargePercentage = new Label("ChargePercentage");
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ChargePercentage = new Label();
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charge.AddChild(chargeLabel);
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charge.AddChild(ChargeBar);
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charge.AddChild(ChargePercentage);
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