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