* 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
This commit is contained in:
Flipp Syder
2022-10-17 15:13:41 -07:00
committed by GitHub
parent 730eddf0ab
commit a3dafd88dc
37 changed files with 910 additions and 208 deletions

View File

@@ -23,19 +23,16 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
[UISystemDependency] private readonly CharacterInfoSystem _characterInfo = default!;
private CharacterWindow? _window;
private MenuButton? _characterButton;
private MenuButton? CharacterButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.CharacterButton;
public void OnStateEntered(GameplayState state)
{
DebugTools.Assert(_window == null);
_characterButton = UIManager.GetActiveUIWidget<MenuBar.Widgets.GameTopMenuBar>().CharacterButton;
_characterButton.OnPressed += CharacterButtonPressed;
_window = UIManager.CreateWindow<CharacterWindow>();
LayoutContainer.SetAnchorPreset(_window, LayoutContainer.LayoutPreset.CenterTop);
_window.OnClose += () => { _characterButton.Pressed = false; };
_window.OnOpen += () => { _characterButton.Pressed = true; };
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenCharacterMenu,
@@ -51,13 +48,6 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
_window = null;
}
if (_characterButton != null)
{
_characterButton.OnPressed -= CharacterButtonPressed;
_characterButton.Pressed = false;
_characterButton = null;
}
CommandBinds.Unregister<CharacterUIController>();
}
@@ -73,6 +63,37 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
system.OnCharacterDetached -= CharacterDetached;
}
public void UnloadButton()
{
if (CharacterButton == null)
{
return;
}
CharacterButton.OnPressed -= CharacterButtonPressed;
}
public void LoadButton()
{
if (CharacterButton == null)
{
return;
}
CharacterButton.OnPressed += CharacterButtonPressed;
if (_window == null)
{
return;
}
_window.OnClose += DeactivateButton;
_window.OnOpen += ActivateButton;
}
private void DeactivateButton() => CharacterButton!.Pressed = false;
private void ActivateButton() => CharacterButton!.Pressed = true;
private void CharacterUpdated(CharacterData data)
{
if (_window == null)
@@ -141,6 +162,12 @@ public sealed class CharacterUIController : UIController, IOnStateEntered<Gamepl
{
if (_window == null)
return;
if (CharacterButton != null)
{
CharacterButton.Pressed = !_window.IsOpen;
}
if (_window.IsOpen)
{
CloseWindow();