* 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

@@ -0,0 +1,51 @@
using Content.Client.Gameplay;
using Content.Client.UserInterface.Systems.Actions;
using Content.Client.UserInterface.Systems.Admin;
using Content.Client.UserInterface.Systems.Bwoink;
using Content.Client.UserInterface.Systems.Character;
using Content.Client.UserInterface.Systems.Crafting;
using Content.Client.UserInterface.Systems.EscapeMenu;
using Content.Client.UserInterface.Systems.Inventory;
using Content.Client.UserInterface.Systems.MenuBar.Widgets;
using Content.Client.UserInterface.Systems.Sandbox;
using Robust.Client.UserInterface.Controllers;
namespace Content.Client.UserInterface.Systems.MenuBar;
public sealed class GameTopMenuBarUIController : UIController
{
[Dependency] private readonly EscapeUIController _escape = default!;
[Dependency] private readonly InventoryUIController _inventory = default!;
[Dependency] private readonly AdminUIController _admin = default!;
[Dependency] private readonly CharacterUIController _character = default!;
[Dependency] private readonly CraftingUIController _crafting = default!;
[Dependency] private readonly AHelpUIController _ahelp = default!;
[Dependency] private readonly ActionUIController _action = default!;
[Dependency] private readonly SandboxUIController _sandbox = default!;
private GameTopMenuBar? GameTopMenuBar => UIManager.GetActiveUIWidgetOrNull<GameTopMenuBar>();
public void UnloadButtons()
{
_escape.UnloadButton();
_inventory.UnloadButton();
_admin.UnloadButton();
_character.UnloadButton();
_crafting.UnloadButton();
_ahelp.UnloadButton();
_action.UnloadButton();
_sandbox.UnloadButton();
}
public void LoadButtons()
{
_escape.LoadButton();
_inventory.LoadButton();
_admin.LoadButton();
_character.LoadButton();
_crafting.LoadButton();
_ahelp.LoadButton();
_action.LoadButton();
_sandbox.LoadButton();
}
}