* 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

@@ -31,20 +31,18 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
private StrippingWindow? _strippingWindow;
private ItemSlotButtonContainer? _inventoryHotbar;
private MenuButton? _inventoryButton;
private MenuButton? InventoryButton => UIManager.ActiveScreen?.GetWidget<MenuBar.Widgets.GameTopMenuBar>()?.InventoryButton;
public void OnStateEntered(GameplayState state)
{
DebugTools.Assert(_strippingWindow == null);
_strippingWindow = UIManager.CreateWindow<StrippingWindow>();
_inventoryButton = UIManager.GetActiveUIWidget<MenuBar.Widgets.GameTopMenuBar>().InventoryButton;
LayoutContainer.SetAnchorPreset(_strippingWindow, LayoutContainer.LayoutPreset.Center);
//bind open inventory key to OpenInventoryMenu;
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenInventoryMenu, InputCmdHandler.FromDelegate(_ => ToggleInventoryBar()))
.Register<ClientInventorySystem>();
_inventoryButton.OnPressed += InventoryButtonPressed;
}
public void OnStateExited(GameplayState state)
@@ -60,14 +58,27 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
_inventoryHotbar.Visible = false;
}
if (_inventoryButton != null)
CommandBinds.Unregister<ClientInventorySystem>();
}
public void UnloadButton()
{
if (InventoryButton == null)
{
_inventoryButton.OnPressed -= InventoryButtonPressed;
_inventoryButton.Pressed = false;
_inventoryButton = null;
return;
}
CommandBinds.Unregister<ClientInventorySystem>();
InventoryButton.OnPressed -= InventoryButtonPressed;
}
public void LoadButton()
{
if (InventoryButton == null)
{
return;
}
InventoryButton.OnPressed += InventoryButtonPressed;
}
private SlotButton CreateSlotButton(SlotData data)
@@ -166,14 +177,14 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
if (_inventoryHotbar.Visible)
{
_inventoryHotbar.Visible = false;
if (_inventoryButton != null)
_inventoryButton.Pressed = false;
if (InventoryButton != null)
InventoryButton.Pressed = false;
}
else
{
_inventoryHotbar.Visible = true;
if (_inventoryButton != null)
_inventoryButton.Pressed = true;
if (InventoryButton != null)
InventoryButton.Pressed = true;
}
}
@@ -279,6 +290,11 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
slotGroup.RemoveButton(data.SlotName);
}
public void ReloadSlots()
{
_inventorySystem.ReloadInventory();
}
private void LoadSlots(ClientInventoryComponent clientInv)
{
UnloadSlots();
@@ -322,7 +338,6 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
if (_slotGroups.TryAdd(slotContainer.SlotGroup, slotContainer))
return true;
Logger.Warning("Could not add container for slotgroup: " + slotContainer.SlotGroup);
return false;
}