Oldchat (#11913)
* attempt at moving MainViewport to UIWidget * oldchat (prototype) * separate oldchat and default ss14 HUD into their own files * restores original default game screen logic and adds that logic into separated chat game screen * hand reloading, several tweaks to port oldchat to main ss14 branch oldchat is currently not selectable * screen type cvar, gameplay state screen reloading/loading * reload screen on ui layout cvar change * fixes up basic reloading (HUD switching is still very bad) * some UI widget reloading for main UI screen switching * alert sync on screen change * inventory reload * hotbar margin fix * chat bubbles above viewport * whoops * fixes ordering of speech bubble root * should fix the chat focus issue (at least in-game, not lobby yet) * should fix up the lobby/game chat focus * fixes chat for lobby, turns lobby into a UI state * viewport UI controller * viewport ratio selection * whoops * adds the /tg/ widescreen ratio * removes warning from inventory UI controller, adds background to separated chat game screen's chat portion * menu button reload * unload menu buttons only from gameplay state shutdown * bugfix * character button fix * adds config options for viewport width/UI layout * variable naming changes, get or null instead of get to avoid exceptions * moves entity system get into controller
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@@ -23,19 +23,16 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
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[UISystemDependency] private readonly CharacterInfoSystem _characterInfo = default!;
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private CharacterWindow? _window;
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private MenuButton? _characterButton;
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private MenuButton? CharacterButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.CharacterButton;
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public void OnStateEntered(GameplayState state)
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{
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DebugTools.Assert(_window == null);
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_characterButton = UIManager.GetActiveUIWidget<MenuBar.Widgets.GameTopMenuBar>().CharacterButton;
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_characterButton.OnPressed += CharacterButtonPressed;
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_window = UIManager.CreateWindow<CharacterWindow>();
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LayoutContainer.SetAnchorPreset(_window, LayoutContainer.LayoutPreset.CenterTop);
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_window.OnClose += () => { _characterButton.Pressed = false; };
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_window.OnOpen += () => { _characterButton.Pressed = true; };
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenCharacterMenu,
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@@ -51,13 +48,6 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
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_window = null;
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}
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if (_characterButton != null)
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{
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_characterButton.OnPressed -= CharacterButtonPressed;
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_characterButton.Pressed = false;
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_characterButton = null;
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}
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CommandBinds.Unregister<CharacterUIController>();
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}
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@@ -73,6 +63,37 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
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system.OnCharacterDetached -= CharacterDetached;
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}
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public void UnloadButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.OnPressed -= CharacterButtonPressed;
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}
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public void LoadButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.OnPressed += CharacterButtonPressed;
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if (_window == null)
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{
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return;
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}
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_window.OnClose += DeactivateButton;
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_window.OnOpen += ActivateButton;
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}
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private void DeactivateButton() => CharacterButton!.Pressed = false;
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private void ActivateButton() => CharacterButton!.Pressed = true;
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private void CharacterUpdated(CharacterData data)
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{
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if (_window == null)
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@@ -141,6 +162,12 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
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{
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if (_window == null)
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return;
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if (CharacterButton != null)
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{
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CharacterButton.Pressed = !_window.IsOpen;
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}
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if (_window.IsOpen)
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{
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CloseWindow();
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