Inventory Input (#503)

* Create ItemSlotButton

* Refactor inventory buttons

Refactor so that KeyBind handling of inventory and hands are the same.

* Refactor InventoryInterfaceController to call ItemSlotManager with entities

This change allows HandsGUI and InventoryInterfaceController to just call ItemSlotManager.OnButtonPressed with an entity instead of a slot.

* Add CooldownCircle to ItemSlotButton

This allows Hands and Inventory to have cooldown circles on their ItemSlots.

* Refactor HandsGUI to use ItemSlots

This allows functionality and GUI to be the same between Inventory and Hands.

Added clicking empty hand to switch ActiveHand to clicked hand.

* Implement CooldownCircle in ItemSlotManager

Reorganize files
This commit is contained in:
ShadowCommander
2020-01-17 06:43:20 -08:00
committed by Pieter-Jan Briers
parent c20ba98a1e
commit d03da83fda
13 changed files with 368 additions and 323 deletions

View File

@@ -1,6 +1,7 @@
// Only unused on .NET Core due to KeyValuePair.Deconstruct
// ReSharper disable once RedundantUsingDirective
using Robust.Shared.Utility;using System.Collections.Generic;
using Robust.Shared.Utility;
using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.Storage;
using Content.Client.Utility;
@@ -15,6 +16,8 @@ using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Content.Client.UserInterface;
namespace Content.Client.GameObjects
{
@@ -25,16 +28,18 @@ namespace Content.Client.GameObjects
#pragma warning disable 649
[Dependency] private readonly ILocalizationManager _loc;
[Dependency] private readonly IResourceCache _resourceCache;
[Dependency] private readonly IItemSlotManager _itemSlotManager;
[Dependency] private readonly IEyeManager _eyeManager;
#pragma warning restore 649
private readonly Dictionary<Slots, List<InventoryButton>> _inventoryButtons
= new Dictionary<Slots, List<InventoryButton>>();
private readonly Dictionary<Slots, List<ItemSlotButton>> _inventoryButtons
= new Dictionary<Slots, List<ItemSlotButton>>();
private InventoryButton _hudButtonPocket1;
private InventoryButton _hudButtonPocket2;
private InventoryButton _hudButtonBelt;
private InventoryButton _hudButtonBack;
private InventoryButton _hudButtonId;
private ItemSlotButton _hudButtonPocket1;
private ItemSlotButton _hudButtonPocket2;
private ItemSlotButton _hudButtonBelt;
private ItemSlotButton _hudButtonBack;
private ItemSlotButton _hudButtonId;
private Control _quickButtonsContainer;
public HumanInventoryInterfaceController(ClientInventoryComponent owner) : base(owner)
@@ -46,22 +51,22 @@ namespace Content.Client.GameObjects
base.Initialize();
_window = new HumanInventoryWindow(_loc, _resourceCache);
_window.OnClose += () => GameHud.InventoryButtonDown = false;
_window.OnClose += () => _gameHud.InventoryButtonDown = false;
foreach (var (slot, button) in _window.Buttons)
{
button.OnPressed = AddToInventory;
button.OnStoragePressed = OpenStorage;
_inventoryButtons.Add(slot, new List<InventoryButton> {button});
button.OnPressed = (e) => AddToInventory(e, slot);
button.OnStoragePressed = (e) => OpenStorage(e, slot);
_inventoryButtons.Add(slot, new List<ItemSlotButton> {button});
}
void AddButton(out InventoryButton variable, Slots slot, string textureName)
void AddButton(out ItemSlotButton variable, Slots slot, string textureName)
{
var texture = _resourceCache.GetTexture($"/Textures/UserInterface/Inventory/{textureName}.png");
var storageTexture = _resourceCache.GetTexture("/Textures/UserInterface/Inventory/back.png");
variable = new InventoryButton(slot, texture, storageTexture)
variable = new ItemSlotButton(texture, storageTexture)
{
OnPressed = AddToInventory,
OnStoragePressed = OpenStorage
OnPressed = (e) => AddToInventory(e, slot),
OnStoragePressed = (e) => OpenStorage(e, slot)
};
_inventoryButtons[slot].Add(variable);
}
@@ -103,7 +108,7 @@ namespace Content.Client.GameObjects
foreach (var button in buttons)
{
button.SpriteView.Sprite = sprite;
button.OnPressed = HandleInventoryKeybind;
button.OnPressed = (e) => HandleInventoryKeybind(e, slot);
button.StorageButton.Visible = hasInventory;
}
}
@@ -119,14 +124,27 @@ namespace Content.Client.GameObjects
foreach (var button in buttons)
{
ClearButton(button);
ClearButton(button, slot);
}
}
private void ClearButton(InventoryButton button)
protected override void HandleInventoryKeybind(BaseButton.ButtonEventArgs args, Slots slot)
{
if (!_inventoryButtons.TryGetValue(slot, out var buttons))
return;
var mousePosWorld = _eyeManager.ScreenToWorld(args.Event.PointerLocation);
if (!Owner.TryGetSlot(slot, out var item))
return;
if (_itemSlotManager.OnButtonPressed(args.Event, item))
return;
base.HandleInventoryKeybind(args, slot);
}
private void ClearButton(ItemSlotButton button, Slots slot)
{
button.SpriteView.Sprite = null;
button.OnPressed = AddToInventory;
button.OnPressed = (e) => AddToInventory(e, slot);
button.StorageButton.Visible = false;
}
@@ -134,18 +152,22 @@ namespace Content.Client.GameObjects
{
base.PlayerAttached();
GameHud.InventoryQuickButtonContainer.AddChild(_quickButtonsContainer);
_gameHud.InventoryQuickButtonContainer.AddChild(_quickButtonsContainer);
}
public override void PlayerDetached()
{
base.PlayerDetached();
GameHud.InventoryQuickButtonContainer.RemoveChild(_quickButtonsContainer);
_gameHud.InventoryQuickButtonContainer.RemoveChild(_quickButtonsContainer);
foreach (var button in _inventoryButtons.Values.SelectMany(l => l))
//foreach (var button in _inventoryButtons.Values.SelectMany(l => l))
foreach (var (slot, list) in _inventoryButtons)
{
ClearButton(button);
foreach (var button in list)
{
ClearButton(button, slot);
}
}
}
@@ -155,14 +177,14 @@ namespace Content.Client.GameObjects
private const int ButtonSeparation = 2;
private const int RightSeparation = 2;
public IReadOnlyDictionary<Slots, InventoryButton> Buttons { get; }
public IReadOnlyDictionary<Slots, ItemSlotButton> Buttons { get; }
public HumanInventoryWindow(ILocalizationManager loc, IResourceCache resourceCache)
{
Title = loc.GetString("Your Inventory");
Resizable = false;
var buttonDict = new Dictionary<Slots, InventoryButton>();
var buttonDict = new Dictionary<Slots, ItemSlotButton>();
Buttons = buttonDict;
const int width = ButtonSize * 4 + ButtonSeparation * 3 + RightSeparation;
@@ -175,7 +197,7 @@ namespace Content.Client.GameObjects
{
var texture = resourceCache.GetTexture($"/Textures/UserInterface/Inventory/{textureName}.png");
var storageTexture = resourceCache.GetTexture("/Textures/UserInterface/Inventory/back.png");
var button = new InventoryButton(slot, texture, storageTexture);
var button = new ItemSlotButton(texture, storageTexture);
LayoutContainer.SetPosition(button, position);