Improve Paper UI, allow an to entity configure how it's UI looks (#13494)
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
This commit is contained in:
@@ -1,6 +1,7 @@
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using Content.Shared.Paper;
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using Content.Shared.Paper;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Utility;
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@@ -8,22 +9,223 @@ using Robust.Shared.Utility;
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namespace Content.Client.Paper.UI
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{
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[GenerateTypedNameReferences]
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public sealed partial class PaperWindow : DefaultWindow
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public sealed partial class PaperWindow : BaseWindow
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{
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// <summary>
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// Size of resize handles around the paper
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private const int DRAG_MARGIN_SIZE = 16;
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// We keep a reference to the paper content texture that we create
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// so that we can modify it later.
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private StyleBoxTexture _paperContentTex = new();
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// The number of lines that the content image represents.
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// See PaperVisualsComponent.ContentImageNumLines.
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private float _paperContentLineScale = 1.0f;
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// If paper limits the size in one or both axes, it'll affect whether
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// we're able to resize this UI or not. Default to everything enabled:
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private DragMode _allowedResizeModes = ~DragMode.None;
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public PaperWindow()
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{
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RobustXamlLoader.Load(this);
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// We can't configure the RichTextLabel contents from xaml, so do it here:
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BlankPaperIndicator.SetMessage(Loc.GetString("paper-ui-blank-page-message"));
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// Hook up the close button:
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CloseButton.OnPressed += _ => Close();
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}
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/// <summary>
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/// Initialize this UI according to <code>visuals</code> Initializes
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/// textures, recalculates sizes, and applies some layout rules.
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/// </summary>
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public void InitVisuals(PaperVisualsComponent visuals)
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{
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var resCache = IoCManager.Resolve<IResourceCache>();
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/// Initialize the background:
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PaperBackground.ModulateSelfOverride = visuals.BackgroundModulate;
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var backgroundImage = visuals.BackgroundImagePath != null? resCache.GetResource<TextureResource>(visuals.BackgroundImagePath) : null;
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if (backgroundImage != null)
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{
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var backgroundImageMode = visuals.BackgroundImageTile ? StyleBoxTexture.StretchMode.Tile : StyleBoxTexture.StretchMode.Stretch;
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var backgroundPatchMargin = visuals.BackgroundPatchMargin;
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PaperBackground.PanelOverride = new StyleBoxTexture
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{
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Texture = backgroundImage,
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TextureScale = visuals.BackgroundScale,
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Mode = backgroundImageMode,
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PatchMarginLeft = backgroundPatchMargin.Left,
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PatchMarginBottom = backgroundPatchMargin.Bottom,
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PatchMarginRight = backgroundPatchMargin.Right,
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PatchMarginTop = backgroundPatchMargin.Top
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};
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}
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else
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{
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PaperBackground.PanelOverride = null;
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}
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// Then the header:
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if (visuals.HeaderImagePath != null)
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{
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HeaderImage.TexturePath = visuals.HeaderImagePath;
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HeaderImage.MinSize = HeaderImage.TextureNormal?.Size ?? Vector2.Zero;
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}
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HeaderImage.ModulateSelfOverride = visuals.HeaderImageModulate;
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HeaderImage.Margin = new Thickness(visuals.HeaderMargin.Left, visuals.HeaderMargin.Top,
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visuals.HeaderMargin.Right, visuals.HeaderMargin.Bottom);
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PaperContent.ModulateSelfOverride = visuals.ContentImageModulate;
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WrittenTextLabel.ModulateSelfOverride = visuals.FontAccentColor;
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var contentImage = visuals.ContentImagePath != null ? resCache.GetResource<TextureResource>(visuals.ContentImagePath) : null;
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if (contentImage != null)
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{
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// Setup the paper content texture, but keep a reference to it, as we can't set
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// some font-related properties here. We'll fix those up later, in Draw()
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_paperContentTex = new StyleBoxTexture
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{
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Texture = contentImage,
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Mode = StyleBoxTexture.StretchMode.Tile,
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};
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PaperContent.PanelOverride = _paperContentTex;
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_paperContentLineScale = visuals.ContentImageNumLines;
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}
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PaperContent.Margin = new Thickness(
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visuals.ContentMargin.Left, visuals.ContentMargin.Top,
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visuals.ContentMargin.Right, visuals.ContentMargin.Bottom);
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if (visuals.MaxWritableArea != null)
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{
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var a = (Vector2)visuals.MaxWritableArea;
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// Paper has requested that this has a maximum area that you can write on.
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// So, we'll make the window non-resizable and fix the size of the content.
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// Ideally, would like to be able to allow resizing only one direction.
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ScrollingContents.MinSize = Vector2.Zero;
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ScrollingContents.MinSize = (Vector2)(a);
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if (a.X > 0.0f)
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{
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ScrollingContents.MaxWidth = a.X;
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_allowedResizeModes &= ~(DragMode.Left | DragMode.Right);
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// Since this dimension has been specified by the user, we
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// need to undo the SetSize which was configured in the xaml.
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// Controls use NaNs to indicate unset for this value.
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// This is leaky - there should be a method for this
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SetWidth = float.NaN;
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}
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if (a.Y > 0.0f)
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{
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ScrollingContents.MaxHeight = a.Y;
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_allowedResizeModes &= ~(DragMode.Top | DragMode.Bottom);
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SetHeight = float.NaN;
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}
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}
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}
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/// <summary>
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/// Control interface. We'll mostly rely on the children to do the drawing
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/// but in order to get lines on paper to match up with the rich text labels,
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/// we need to do a small calculation to sync them up.
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/// </summary>
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protected override void Draw(DrawingHandleScreen handle)
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{
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// Now do the deferred setup of the written area. At the point
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// that InitVisuals runs, the label hasn't had it's style initialized
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// so we need to get some info out now:
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if (WrittenTextLabel.TryGetStyleProperty<Font>("font", out var font))
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{
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float fontLineHeight = font.GetLineHeight(UIScale);
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// This positions the texture so the font baseline is on the bottom:
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_paperContentTex.ExpandMarginTop = font.GetDescent(UIScale);
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// And this scales the texture so that it's a single text line:
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var scaleY = (_paperContentLineScale * fontLineHeight) / _paperContentTex.Texture?.Height ?? fontLineHeight;
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_paperContentTex.TextureScale = new Vector2(1, scaleY);
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// Now, we might need to add some padding to the text to ensure
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// that, even if a header is specified, the text will line up with
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// where the content image expects the font to be rendered (i.e.,
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// adjusting the height of the header image shouldn't cause the
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// text to be offset from a line)
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{
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var headerHeight = HeaderImage.Size.Y + HeaderImage.Margin.Top + HeaderImage.Margin.Bottom;
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var headerInLines = headerHeight / (fontLineHeight * _paperContentLineScale);
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var paddingRequiredInLines = (float)Math.Ceiling(headerInLines) - headerInLines;
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var verticalMargin = fontLineHeight * paddingRequiredInLines * _paperContentLineScale;
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TextAlignmentPadding.Margin = new Thickness(0.0f, verticalMargin, 0.0f, 0.0f);
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}
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}
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base.Draw(handle);
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}
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/// <summary>
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/// Initialize the paper contents, i.e. the text typed by the
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/// user and any stamps that have peen put on the page.
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/// </summary>
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public void Populate(SharedPaperComponent.PaperBoundUserInterfaceState state)
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{
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if (state.Mode == SharedPaperComponent.PaperAction.Write)
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{
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Input.Visible = true;
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}
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bool isEditing = state.Mode == SharedPaperComponent.PaperAction.Write;
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InputContainer.Visible = isEditing;
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var msg = new FormattedMessage();
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msg.AddMarkupPermissive(state.Text);
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Label.SetMessage(msg);
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// Remove any newlines from the end of the message. There can be a trailing
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// new line at the end of user input, and we would like to display the input
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// box immediately on the next line.
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msg.AddMarkupPermissive(state.Text.TrimEnd('\r', '\n'));
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WrittenTextLabel.SetMessage(msg);
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WrittenTextLabel.Visible = state.Text.Length > 0;
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BlankPaperIndicator.Visible = !isEditing && state.Text.Length == 0;
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StampDisplay.RemoveAllChildren();
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foreach(var stamper in state.StampedBy)
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{
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StampDisplay.AddChild(new StampWidget{ Stamper = stamper });
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}
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}
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/// <summary>
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/// BaseWindow interface. Allow users to drag UI around by grabbing
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/// anywhere on the page (like FancyWindow) but try to calculate
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/// reasonable dragging bounds because this UI can have round corners,
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/// and it can be hard to judge where to click to resize.
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/// </summary>
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protected override DragMode GetDragModeFor(Vector2 relativeMousePos)
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{
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var mode = DragMode.Move;
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// Be quite generous with resize margins:
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if (relativeMousePos.Y < DRAG_MARGIN_SIZE)
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{
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mode |= DragMode.Top;
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}
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else if (relativeMousePos.Y > Size.Y - DRAG_MARGIN_SIZE)
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{
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mode |= DragMode.Bottom;
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}
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if (relativeMousePos.X < DRAG_MARGIN_SIZE)
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{
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mode |= DragMode.Left;
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}
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else if (relativeMousePos.X > Size.X - DRAG_MARGIN_SIZE)
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{
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mode |= DragMode.Right;
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}
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return mode & _allowedResizeModes;
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}
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}
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}
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