Collapsible ghost roles menu (#32717)

* Make ghost roles collapsible

* Save `BodyVisible` state of each `Collapsible` box

* Make ghost role collapsible only when group has more than 1 role

* Make it a little prettier

* Make only ghost role buttons collapsible

* Apply requested changes

* Typo

* Small cleanup

* Store in list, instead of iterating

* Make unique ids more unique

* Move it out of the cycle

* Make _collapsibleBoxes into dictionary and use key instead of Collapsible boxes names

Added TODO. So after the problem will be fixed in `GhostRolesEui`, it should be mirrored and fixed here too.

* Put TODO in GhostRolesEui. I guess Issue must be made for this

* Use HashSet instead of Dictionary as suggested. Invert the HashSet, so being present means it uncollapsed

I decided to invert HashSet to _uncollapsedStates, because players surely will have more collapsed buttons than opened, so we optimise memory usage a little bit.

* Remove extra space from ghost roles window

* Add buttons stretching. Size 3:1
This commit is contained in:
MilenVolf
2024-11-04 03:49:42 +03:00
committed by GitHub
parent a0ef431255
commit cc3a19c212
9 changed files with 136 additions and 40 deletions

View File

@@ -5,7 +5,6 @@ using Content.Shared.Eui;
using Content.Shared.Ghost.Roles;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface.Systems.Ghost.Controls.Roles
{
@@ -77,6 +76,13 @@ namespace Content.Client.UserInterface.Systems.Ghost.Controls.Roles
if (state is not GhostRolesEuiState ghostState)
return;
// We must save BodyVisible state, so all Collapsible boxes will not close
// on adding new ghost role.
// Save the current state of each Collapsible box being visible or not
_window.SaveCollapsibleBoxesStates();
// Clearing the container before adding new roles
_window.ClearEntries();
var entityManager = IoCManager.Resolve<IEntityManager>();
@@ -84,28 +90,32 @@ namespace Content.Client.UserInterface.Systems.Ghost.Controls.Roles
var spriteSystem = sysManager.GetEntitySystem<SpriteSystem>();
var requirementsManager = IoCManager.Resolve<JobRequirementsManager>();
// TODO: role.Requirements value doesn't work at all as an equality key, this must be fixed
// Grouping roles
var groupedRoles = ghostState.GhostRoles.GroupBy(
role => (role.Name, role.Description, role.Requirements));
// Add a new entry for each role group
foreach (var group in groupedRoles)
{
var name = group.Key.Name;
var description = group.Key.Description;
bool hasAccess = true;
FormattedMessage? reason;
if (!requirementsManager.CheckRoleRequirements(group.Key.Requirements, null, out reason))
{
hasAccess = false;
}
var hasAccess = requirementsManager.CheckRoleRequirements(
group.Key.Requirements,
null,
out var reason);
// Adding a new role
_window.AddEntry(name, description, hasAccess, reason, group, spriteSystem);
}
// Restore the Collapsible box state if it is saved
_window.RestoreCollapsibleBoxesStates();
// Close the rules window if it is no longer needed
var closeRulesWindow = ghostState.GhostRoles.All(role => role.Identifier != _windowRulesId);
if (closeRulesWindow)
{
_windowRules?.Close();
}
}
}
}