* 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

@@ -43,13 +43,11 @@ public sealed class SandboxUIController : UIController, IOnStateChanged<Gameplay
private TileSpawningUIController TileSpawningController => UIManager.GetUIController<TileSpawningUIController>();
private DecalPlacerUIController DecalPlacerController => UIManager.GetUIController<DecalPlacerUIController>();
private MenuButton? _sandboxButton;
private MenuButton? SandboxButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.SandboxButton;
public void OnStateEntered(GameplayState state)
{
DebugTools.Assert(_window == null);
_sandboxButton = UIManager.GetActiveUIWidget<MenuBar.Widgets.GameTopMenuBar>().SandboxButton;
_sandboxButton.OnPressed += SandboxButtonPressed;
EnsureWindow();
CheckSandboxVisibility();
@@ -68,13 +66,33 @@ public sealed class SandboxUIController : UIController, IOnStateChanged<Gameplay
.Register<SandboxSystem>();
}
public void UnloadButton()
{
if (SandboxButton == null)
{
return;
}
SandboxButton.OnPressed -= SandboxButtonPressed;
}
public void LoadButton()
{
if (SandboxButton == null)
{
return;
}
SandboxButton.OnPressed += SandboxButtonPressed;
}
private void EnsureWindow()
{
if(_window is { Disposed: false })
return;
_window = UIManager.CreateWindow<SandboxWindow>();
_window.OnOpen += () => { _sandboxButton!.Pressed = true; };
_window.OnClose += () => { _sandboxButton!.Pressed = false; };
_window.OnOpen += () => { SandboxButton!.Pressed = true; };
_window.OnClose += () => { SandboxButton!.Pressed = false; };
_window.ToggleLightButton.Pressed = !_light.Enabled;
_window.ToggleFovButton.Pressed = !_eye.CurrentEye.DrawFov;
_window.ToggleShadowsButton.Pressed = !_light.DrawShadows;
@@ -100,10 +118,10 @@ public sealed class SandboxUIController : UIController, IOnStateChanged<Gameplay
private void CheckSandboxVisibility()
{
if (_sandboxButton == null)
if (SandboxButton == null)
return;
_sandboxButton.Visible = _sandbox.SandboxAllowed;
SandboxButton.Visible = _sandbox.SandboxAllowed;
}
public void OnStateExited(GameplayState state)
@@ -114,13 +132,6 @@ public sealed class SandboxUIController : UIController, IOnStateChanged<Gameplay
_window = null;
}
if (_sandboxButton != null)
{
_sandboxButton.Pressed = false;
_sandboxButton.OnPressed -= SandboxButtonPressed;
_sandboxButton = null;
}
CommandBinds.Unregister<SandboxSystem>();
}