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

@@ -0,0 +1,79 @@
using System;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Input;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects
{
public sealed class ItemSlotButton : MarginContainer
{
public BaseButton Button { get; }
public SpriteView SpriteView { get; }
public BaseButton StorageButton { get; }
public TextureRect CooldownCircle { get; }
public Action<BaseButton.ButtonEventArgs> OnPressed { get; set; }
public Action<BaseButton.ButtonEventArgs> OnStoragePressed { get; set; }
public ItemSlotButton(Texture texture, Texture storageTexture)
{
CustomMinimumSize = (64, 64);
AddChild(Button = new TextureButton
{
TextureNormal = texture,
Scale = (2, 2),
EnableAllKeybinds = true
});
Button.OnPressed += OnButtonPressed;
AddChild(SpriteView = new SpriteView
{
MouseFilter = MouseFilterMode.Ignore,
Scale = (2, 2),
OverrideDirection = Direction.South
});
AddChild(StorageButton = new TextureButton
{
TextureNormal = storageTexture,
Scale = (0.75f, 0.75f),
SizeFlagsHorizontal = SizeFlags.ShrinkEnd,
SizeFlagsVertical = SizeFlags.ShrinkEnd,
Visible = false,
EnableAllKeybinds = true
});
StorageButton.OnPressed += OnStorageButtonPressed;
AddChild(CooldownCircle = new TextureRect
{
SizeFlagsHorizontal = SizeFlags.ShrinkCenter,
SizeFlagsVertical = SizeFlags.ShrinkCenter,
MouseFilter = MouseFilterMode.Ignore,
Stretch = TextureRect.StretchMode.KeepCentered,
TextureScale = (2, 2),
Visible = false,
});
}
private void OnButtonPressed(BaseButton.ButtonEventArgs args)
{
OnPressed?.Invoke(args);
}
private void OnStorageButtonPressed(BaseButton.ButtonEventArgs args)
{
if (args.Event.Function == EngineKeyFunctions.Use)
{
OnStoragePressed?.Invoke(args);
}
else
{
OnPressed?.Invoke(args);
}
}
}
}