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:
@@ -1,4 +1,4 @@
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using Content.Shared.Research.Prototypes;
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using Content.Shared.Research.Prototypes;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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@@ -12,6 +12,9 @@ namespace Content.Client.Research.UI;
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[GenerateTypedNameReferences]
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public sealed partial class MiniTechnologyCardControl : Control
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{
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/// The technology that this control represents
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public readonly TechnologyPrototype Technology;
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public MiniTechnologyCardControl(TechnologyPrototype technology, IPrototypeManager prototypeManager, SpriteSystem spriteSys, FormattedMessage description)
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{
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RobustXamlLoader.Load(this);
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@@ -24,5 +27,6 @@ public sealed partial class MiniTechnologyCardControl : Control
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var tooltip = new Tooltip();
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tooltip.SetMessage(description);
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Main.TooltipSupplier = _ => tooltip;
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Technology = technology;
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}
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}
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@@ -1,3 +1,4 @@
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using System.Linq;
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using System.Numerics;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Access.Components;
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@@ -48,16 +49,10 @@ public sealed partial class ResearchConsoleMenu : FancyWindow
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public void UpdatePanels(ResearchConsoleBoundInterfaceState state)
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{
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var allTech = _research.GetAvailableTechnologies(Entity);
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AvailableCardsContainer.Children.Clear();
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TechnologyCardsContainer.Children.Clear();
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UnlockedCardsContainer.Children.Clear();
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foreach (var tech in allTech)
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{
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var mini = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech));
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AvailableCardsContainer.AddChild(mini);
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}
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var availableTech = _research.GetAvailableTechnologies(Entity);
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SyncTechnologyList(AvailableCardsContainer, availableTech);
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if (_technologyDatabase == null)
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return;
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@@ -79,12 +74,8 @@ public sealed partial class ResearchConsoleMenu : FancyWindow
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TechnologyCardsContainer.AddChild(cardControl);
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}
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foreach (var unlocked in _technologyDatabase.UnlockedTechnologies)
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{
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var tech = _prototype.Index<TechnologyPrototype>(unlocked);
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var cardControl = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech, false));
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UnlockedCardsContainer.AddChild(cardControl);
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}
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var unlockedTech = _technologyDatabase.UnlockedTechnologies.Select(x => _prototype.Index<TechnologyPrototype>(x));
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SyncTechnologyList(UnlockedCardsContainer, unlockedTech);
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}
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public void UpdateInformationPanel(ResearchConsoleBoundInterfaceState state)
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@@ -146,5 +137,46 @@ public sealed partial class ResearchConsoleMenu : FancyWindow
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TierDisplayContainer.AddChild(control);
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}
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}
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/// <summary>
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/// Synchronize a container for technology cards with a list of technologies,
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/// creating or removing UI cards as appropriate.
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/// </summary>
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/// <param name="container">The container which contains the UI cards</param>
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/// <param name="technologies">The current set of technologies for which there should be cards</param>
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private void SyncTechnologyList(BoxContainer container, IEnumerable<TechnologyPrototype> technologies)
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{
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// For the cards which already exist, build a map from technology prototype to the UI card
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var currentTechControls = new Dictionary<TechnologyPrototype, Control>();
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foreach (var child in container.Children)
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{
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if (child is MiniTechnologyCardControl)
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{
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currentTechControls.Add((child as MiniTechnologyCardControl)!.Technology, child);
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}
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}
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foreach (var tech in technologies)
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{
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if (!currentTechControls.ContainsKey(tech))
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{
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// Create a card for any technology which doesn't already have one.
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var mini = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech));
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container.AddChild(mini);
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}
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else
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{
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// The tech already exists in the UI; remove it from the set, so we won't revisit it below
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currentTechControls.Remove(tech);
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}
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}
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// Now, any items left in the dictionary are technologies which were previously
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// available, but now are not. Remove them.
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foreach (var (tech, techControl) in currentTechControls)
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{
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container.Children.Remove(techControl);
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}
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}
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}
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