* 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

@@ -11,24 +11,50 @@ namespace Content.Client.UserInterface.Systems.Crafting;
public sealed class CraftingUIController : UIController, IOnStateChanged<GameplayState>
{
private ConstructionMenuPresenter? _presenter;
private MenuButton? _craftingButton;
private MenuButton? CraftingButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.CraftingButton;
public void OnStateEntered(GameplayState state)
{
DebugTools.Assert(_presenter == null);
_presenter = new ConstructionMenuPresenter();
_craftingButton = UIManager.GetActiveUIWidget<MenuBar.Widgets.GameTopMenuBar>().CraftingButton;
_craftingButton.OnToggled += _presenter.OnHudCraftingButtonToggled;
}
public void OnStateExited(GameplayState state)
{
if (_presenter == null)
return;
_craftingButton!.Pressed = false;
_craftingButton!.OnToggled -= _presenter.OnHudCraftingButtonToggled;
_craftingButton = null;
UnloadButton(_presenter);
_presenter.Dispose();
_presenter = null;
}
internal void UnloadButton(ConstructionMenuPresenter? presenter = null)
{
if (CraftingButton == null)
{
return;
}
if (presenter == null)
{
presenter ??= _presenter;
if (presenter == null)
{
return;
}
}
CraftingButton.Pressed = false;
CraftingButton.OnToggled -= presenter.OnHudCraftingButtonToggled;
}
public void LoadButton()
{
if (CraftingButton == null || _presenter == null)
{
return;
}
CraftingButton.OnToggled += _presenter.OnHudCraftingButtonToggled;
}
}