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