Changed Lathe UI to two-column layout so its easier to see what materials are currently loaded (#19608)
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@@ -6,6 +6,7 @@ using Content.Shared.Materials;
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using Content.Shared.Research.Prototypes;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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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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@@ -21,11 +22,10 @@ public sealed partial class LatheMenu : DefaultWindow
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private readonly SpriteSystem _spriteSystem;
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private readonly LatheSystem _lathe;
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public event Action<BaseButton.ButtonEventArgs>? OnQueueButtonPressed;
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public event Action<BaseButton.ButtonEventArgs>? OnMaterialsEjectionButtonPressed;
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// public event Action<BaseButton.ButtonEventArgs>? OnMaterialsEjectionButtonPressed;
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public event Action<BaseButton.ButtonEventArgs>? OnServerListButtonPressed;
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public event Action<string, int>? RecipeQueueAction;
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public event Action<string, int>? OnEjectPressed;
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public List<string> Recipes = new();
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public LatheMenu(LatheBoundUserInterface owner)
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@@ -47,8 +47,7 @@ public sealed partial class LatheMenu : DefaultWindow
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PopulateRecipes(owner.Owner);
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};
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QueueButton.OnPressed += a => OnQueueButtonPressed?.Invoke(a);
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MaterialsEjectionButton.OnPressed += a => OnMaterialsEjectionButtonPressed?.Invoke(a);
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//MaterialsEjectionButton.OnPressed += a => OnMaterialsEjectionButtonPressed?.Invoke(a);
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ServerListButton.OnPressed += a => OnServerListButtonPressed?.Invoke(a);
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if (_entityManager.TryGetComponent<LatheComponent>(owner.Owner, out var latheComponent))
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@@ -56,13 +55,6 @@ public sealed partial class LatheMenu : DefaultWindow
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if (!latheComponent.DynamicRecipes.Any())
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{
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ServerListButton.Visible = false;
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QueueButton.RemoveStyleClass(StyleBase.ButtonOpenRight);
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//QueueButton.AddStyleClass(StyleBase.ButtonSquare);
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}
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if (MaterialsEjectionButton != null && !latheComponent.CanEjectStoredMaterials)
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{
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MaterialsEjectionButton.Dispose();
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}
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}
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}
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@@ -72,37 +64,52 @@ public sealed partial class LatheMenu : DefaultWindow
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if (!_entityManager.TryGetComponent<MaterialStorageComponent>(lathe, out var materials))
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return;
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Materials.Clear();
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MaterialsList.DisposeAllChildren();
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foreach (var (id, amount) in materials.Storage)
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foreach (var (materialId, volume) in materials.Storage)
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{
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if (amount <= 0)
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if (volume <= 0)
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continue;
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if (!_prototypeManager.TryIndex(id, out MaterialPrototype? material))
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if (!_prototypeManager.TryIndex(materialId, out MaterialPrototype? material))
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continue;
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var name = Loc.GetString(material.Name);
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var mat = Loc.GetString("lathe-menu-material-display",
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("material", name), ("amount", amount));
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("material", name), ("amount", volume));
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int volumePerSheet = 0;
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int maxEjectableSheets = 0;
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Materials.AddItem(mat, _spriteSystem.Frame0(material.Icon), false);
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if (material.StackEntity != null)
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{
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var proto = _prototypeManager.Index<EntityPrototype>(material.StackEntity);
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name = proto.Name;
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if (proto.TryGetComponent<PhysicalCompositionComponent>(out var composition))
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{
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volumePerSheet = composition.MaterialComposition.FirstOrDefault(kvp => kvp.Key == materialId).Value;
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maxEjectableSheets = (int) MathF.Floor(volume / volumePerSheet);
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}
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}
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var row = new LatheMaterialEjector(materialId, OnEjectPressed, volumePerSheet, maxEjectableSheets)
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{
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Icon = { Texture = _spriteSystem.Frame0(material.Icon) },
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ProductName = { Text = mat }
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};
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MaterialsList.AddChild(row);
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}
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if (MaterialsEjectionButton != null)
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{
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MaterialsEjectionButton.Disabled = Materials.Count == 0;
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}
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if (Materials.Count == 0)
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if (MaterialsList.ChildCount == 0)
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{
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var noMaterialsMsg = Loc.GetString("lathe-menu-no-materials-message");
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Materials.AddItem(noMaterialsMsg, null, false);
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var noItemRow = new Label();
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noItemRow.Text = noMaterialsMsg;
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noItemRow.Align = Label.AlignMode.Center;
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MaterialsList.AddChild(noItemRow);
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}
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PopulateRecipes(lathe);
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}
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/// <summary>
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/// Populates the list of all the recipes
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/// </summary>
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@@ -167,4 +174,40 @@ public sealed partial class LatheMenu : DefaultWindow
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RecipeList.AddChild(control);
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}
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}
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/// <summary>
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/// Populates the build queue list with all queued items
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/// </summary>
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/// <param name="queue"></param>
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public void PopulateQueueList(List<LatheRecipePrototype> queue)
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{
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QueueList.Clear();
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var idx = 1;
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foreach (var recipe in queue)
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{
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var icon = recipe.Icon == null
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? _spriteSystem.GetPrototypeIcon(recipe.Result).Default
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: _spriteSystem.Frame0(recipe.Icon);
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QueueList.AddItem($"{idx}. {recipe.Name}", icon);
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idx++;
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}
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}
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public void SetQueueInfo(LatheRecipePrototype? recipe)
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{
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if (recipe != null)
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{
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Icon.Texture = recipe.Icon == null
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? _spriteSystem.GetPrototypeIcon(recipe.Result).Default
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: _spriteSystem.Frame0(recipe.Icon);
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FabricatingActiveLabel.Text = "Fabricating...";
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NameLabel.Text = $"{recipe.Name}";
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}
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else
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{
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Icon.Texture = Texture.Transparent;
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FabricatingActiveLabel.Text = String.Empty;
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NameLabel.Text = String.Empty;
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}
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}
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}
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