Avoid emptying and recreating all UI cards on every update (#21990)

By making the UI elements persistent, it allows tooltips to remain
on-screen when other elements are updated - in particular, the number
of research points, which is updated regularly.

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
This commit is contained in:
eoineoineoin
2023-11-29 19:49:44 +00:00
committed by GitHub
parent be0de53220
commit c3f8571d89
2 changed files with 51 additions and 15 deletions

View File

@@ -1,4 +1,4 @@
using Content.Shared.Research.Prototypes;
using Content.Shared.Research.Prototypes;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface;
@@ -12,6 +12,9 @@ namespace Content.Client.Research.UI;
[GenerateTypedNameReferences]
public sealed partial class MiniTechnologyCardControl : Control
{
/// The technology that this control represents
public readonly TechnologyPrototype Technology;
public MiniTechnologyCardControl(TechnologyPrototype technology, IPrototypeManager prototypeManager, SpriteSystem spriteSys, FormattedMessage description)
{
RobustXamlLoader.Load(this);
@@ -24,5 +27,6 @@ public sealed partial class MiniTechnologyCardControl : Control
var tooltip = new Tooltip();
tooltip.SetMessage(description);
Main.TooltipSupplier = _ => tooltip;
Technology = technology;
}
}

View File

@@ -1,3 +1,4 @@
using System.Linq;
using System.Numerics;
using Content.Client.UserInterface.Controls;
using Content.Shared.Access.Components;
@@ -48,16 +49,10 @@ public sealed partial class ResearchConsoleMenu : FancyWindow
public void UpdatePanels(ResearchConsoleBoundInterfaceState state)
{
var allTech = _research.GetAvailableTechnologies(Entity);
AvailableCardsContainer.Children.Clear();
TechnologyCardsContainer.Children.Clear();
UnlockedCardsContainer.Children.Clear();
foreach (var tech in allTech)
{
var mini = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech));
AvailableCardsContainer.AddChild(mini);
}
var availableTech = _research.GetAvailableTechnologies(Entity);
SyncTechnologyList(AvailableCardsContainer, availableTech);
if (_technologyDatabase == null)
return;
@@ -79,12 +74,8 @@ public sealed partial class ResearchConsoleMenu : FancyWindow
TechnologyCardsContainer.AddChild(cardControl);
}
foreach (var unlocked in _technologyDatabase.UnlockedTechnologies)
{
var tech = _prototype.Index<TechnologyPrototype>(unlocked);
var cardControl = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech, false));
UnlockedCardsContainer.AddChild(cardControl);
}
var unlockedTech = _technologyDatabase.UnlockedTechnologies.Select(x => _prototype.Index<TechnologyPrototype>(x));
SyncTechnologyList(UnlockedCardsContainer, unlockedTech);
}
public void UpdateInformationPanel(ResearchConsoleBoundInterfaceState state)
@@ -146,5 +137,46 @@ public sealed partial class ResearchConsoleMenu : FancyWindow
TierDisplayContainer.AddChild(control);
}
}
/// <summary>
/// Synchronize a container for technology cards with a list of technologies,
/// creating or removing UI cards as appropriate.
/// </summary>
/// <param name="container">The container which contains the UI cards</param>
/// <param name="technologies">The current set of technologies for which there should be cards</param>
private void SyncTechnologyList(BoxContainer container, IEnumerable<TechnologyPrototype> technologies)
{
// For the cards which already exist, build a map from technology prototype to the UI card
var currentTechControls = new Dictionary<TechnologyPrototype, Control>();
foreach (var child in container.Children)
{
if (child is MiniTechnologyCardControl)
{
currentTechControls.Add((child as MiniTechnologyCardControl)!.Technology, child);
}
}
foreach (var tech in technologies)
{
if (!currentTechControls.ContainsKey(tech))
{
// Create a card for any technology which doesn't already have one.
var mini = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech));
container.AddChild(mini);
}
else
{
// The tech already exists in the UI; remove it from the set, so we won't revisit it below
currentTechControls.Remove(tech);
}
}
// Now, any items left in the dictionary are technologies which were previously
// available, but now are not. Remove them.
foreach (var (tech, techControl) in currentTechControls)
{
container.Children.Remove(techControl);
}
}
}