More minor UI refactor stuff (#11287)

This commit is contained in:
wrexbe
2022-09-14 20:42:35 -07:00
committed by GitHub
parent 82eff53a91
commit dc8cc81137
12 changed files with 190 additions and 175 deletions

View File

@@ -1,6 +1,5 @@
using Content.Client.Administration.Managers;
using Content.Client.Changelog;
using Content.Client.CharacterInterface;
using Content.Client.Chat.Managers;
using Content.Client.Options;
using Content.Client.Eui;
@@ -31,9 +30,9 @@ using Content.Shared.Markers;
using Robust.Client;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Shared.Configuration;
#if FULL_RELEASE
using Robust.Shared;
using Robust.Shared.Configuration;
@@ -41,65 +40,43 @@ using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Entry
{
public sealed class EntryPoint : GameClient
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IBaseClient _baseClient = default!;
[Dependency] private readonly IGameController _gameController = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IClientAdminManager _adminManager = default!;
[Dependency] private readonly IParallaxManager _parallaxManager = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IStylesheetManager _stylesheetManager = default!;
[Dependency] private readonly IScreenshotHook _screenshotHook = default!;
[Dependency] private readonly ChangelogManager _changelogManager = default!;
[Dependency] private readonly RulesManager _rulesManager = default!;
[Dependency] private readonly ViewportManager _viewportManager = default!;
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IClientPreferencesManager _clientPreferencesManager = default!;
[Dependency] private readonly EuiManager _euiManager = default!;
[Dependency] private readonly IVoteManager _voteManager = default!;
[Dependency] private readonly IGamePrototypeLoadManager _gamePrototypeLoadManager = default!;
[Dependency] private readonly NetworkResourceManager _networkResources = default!;
[Dependency] private readonly GhostKickManager _ghostKick = default!;
[Dependency] private readonly ExtendedDisconnectInformationManager _extendedDisconnectInformation = default!;
[Dependency] private readonly PlayTimeTrackingManager _playTimeTracking = default!;
[Dependency] private readonly IGameHud _gameHud = default!;
public const int NetBufferSizeOverride = 2;
public override void Init()
{
var factory = IoCManager.Resolve<IComponentFactory>();
var prototypes = IoCManager.Resolve<IPrototypeManager>();
factory.DoAutoRegistrations();
factory.IgnoreMissingComponents();
// Do not add to these, they are legacy.
factory.RegisterClass<SharedLatheComponent>();
factory.RegisterClass<SharedSpawnPointComponent>();
factory.RegisterClass<SharedReagentDispenserComponent>();
factory.RegisterClass<SharedGravityGeneratorComponent>();
factory.RegisterClass<SharedAMEControllerComponent>();
// Do not add to the above, they are legacy
prototypes.RegisterIgnore("accent");
prototypes.RegisterIgnore("material");
prototypes.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
prototypes.RegisterIgnore("gasReaction");
prototypes.RegisterIgnore("seed"); // Seeds prototypes are server-only.
prototypes.RegisterIgnore("barSign");
prototypes.RegisterIgnore("objective");
prototypes.RegisterIgnore("holiday");
prototypes.RegisterIgnore("aiFaction");
prototypes.RegisterIgnore("htnCompound");
prototypes.RegisterIgnore("htnPrimitive");
prototypes.RegisterIgnore("gameMap");
prototypes.RegisterIgnore("faction");
prototypes.RegisterIgnore("lobbyBackground");
prototypes.RegisterIgnore("advertisementsPack");
prototypes.RegisterIgnore("metabolizerType");
prototypes.RegisterIgnore("metabolismGroup");
prototypes.RegisterIgnore("salvageMap");
prototypes.RegisterIgnore("gamePreset");
prototypes.RegisterIgnore("gameRule");
prototypes.RegisterIgnore("worldSpell");
prototypes.RegisterIgnore("entitySpell");
prototypes.RegisterIgnore("instantSpell");
prototypes.RegisterIgnore("roundAnnouncement");
prototypes.RegisterIgnore("wireLayout");
prototypes.RegisterIgnore("alertLevels");
prototypes.RegisterIgnore("nukeopsRole");
prototypes.RegisterIgnore("flavor");
ClientContentIoC.Register();
foreach (var callback in TestingCallbacks)
@@ -109,19 +86,6 @@ namespace Content.Client.Entry
}
IoCManager.BuildGraph();
factory.GenerateNetIds();
IoCManager.Resolve<IClientAdminManager>().Initialize();
IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
IoCManager.Resolve<IStylesheetManager>().Initialize();
IoCManager.Resolve<IScreenshotHook>().Initialize();
IoCManager.Resolve<ChangelogManager>().Initialize();
IoCManager.Resolve<RulesManager>().Initialize();
IoCManager.Resolve<ViewportManager>().Initialize();
IoCManager.Resolve<GhostKickManager>().Initialize();
IoCManager.Resolve<ExtendedDisconnectInformationManager>().Initialize();
IoCManager.Resolve<PlayTimeTrackingManager>().Initialize();
IoCManager.InjectDependencies(this);
#if FULL_RELEASE
@@ -129,71 +93,86 @@ namespace Content.Client.Entry
IoCManager.Resolve<IConfigurationManager>().OverrideDefault(CVars.NetBufferSize, NetBufferSizeOverride);
#endif
_baseClient.PlayerJoinedServer += (_, _) =>
{
IoCManager.Resolve<IMapManager>().CreateNewMapEntity(MapId.Nullspace);
};
_componentFactory.DoAutoRegistrations();
_componentFactory.IgnoreMissingComponents();
}
// Do not add to these, they are legacy.
_componentFactory.RegisterClass<SharedLatheComponent>();
_componentFactory.RegisterClass<SharedSpawnPointComponent>();
_componentFactory.RegisterClass<SharedReagentDispenserComponent>();
_componentFactory.RegisterClass<SharedGravityGeneratorComponent>();
_componentFactory.RegisterClass<SharedAMEControllerComponent>();
// Do not add to the above, they are legacy
/// <summary>
/// Subscribe events to the player manager after the player manager is set up
/// </summary>
/// <param name="sender"></param>
/// <param name="args"></param>
public void SubscribePlayerAttachmentEvents(object? sender, EventArgs args)
{
if (_playerManager.LocalPlayer != null)
{
_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
}
}
_prototypeManager.RegisterIgnore("accent");
_prototypeManager.RegisterIgnore("material");
_prototypeManager.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
_prototypeManager.RegisterIgnore("gasReaction");
_prototypeManager.RegisterIgnore("seed"); // Seeds prototypes are server-only.
_prototypeManager.RegisterIgnore("barSign");
_prototypeManager.RegisterIgnore("objective");
_prototypeManager.RegisterIgnore("holiday");
_prototypeManager.RegisterIgnore("aiFaction");
_prototypeManager.RegisterIgnore("htnCompound");
_prototypeManager.RegisterIgnore("htnPrimitive");
_prototypeManager.RegisterIgnore("gameMap");
_prototypeManager.RegisterIgnore("faction");
_prototypeManager.RegisterIgnore("lobbyBackground");
_prototypeManager.RegisterIgnore("advertisementsPack");
_prototypeManager.RegisterIgnore("metabolizerType");
_prototypeManager.RegisterIgnore("metabolismGroup");
_prototypeManager.RegisterIgnore("salvageMap");
_prototypeManager.RegisterIgnore("gamePreset");
_prototypeManager.RegisterIgnore("gameRule");
_prototypeManager.RegisterIgnore("worldSpell");
_prototypeManager.RegisterIgnore("entitySpell");
_prototypeManager.RegisterIgnore("instantSpell");
_prototypeManager.RegisterIgnore("roundAnnouncement");
_prototypeManager.RegisterIgnore("wireLayout");
_prototypeManager.RegisterIgnore("alertLevels");
_prototypeManager.RegisterIgnore("nukeopsRole");
_prototypeManager.RegisterIgnore("flavor");
/// <summary>
/// Add the character interface master which combines all character interfaces into one window
/// </summary>
public void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
{
// TODO This is shitcode. Move this to an entity system, FOR FUCK'S SAKE
_entityManager.AddComponent<CharacterInterfaceComponent>(eventArgs.NewEntity);
}
_componentFactory.GenerateNetIds();
_adminManager.Initialize();
_stylesheetManager.Initialize();
_screenshotHook.Initialize();
_changelogManager.Initialize();
_rulesManager.Initialize();
_viewportManager.Initialize();
_ghostKick.Initialize();
_extendedDisconnectInformation.Initialize();
_playTimeTracking.Initialize();
_baseClient.PlayerJoinedServer += (_, _) => { _mapManager.CreateNewMapEntity(MapId.Nullspace);};
/// <summary>
/// Remove the character interface master from this entity now that we have detached ourselves from it
/// </summary>
public void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
{
// TODO This is shitcode. Move this to an entity system, FOR FUCK'S SAKE
if (!_entityManager.Deleted(eventArgs.OldEntity))
{
_entityManager.RemoveComponent<CharacterInterfaceComponent>(eventArgs.OldEntity);
}
//AUTOSCALING default Setup!
_configManager.SetCVar("interface.resolutionAutoScaleUpperCutoffX", 1080);
_configManager.SetCVar("interface.resolutionAutoScaleUpperCutoffY", 720);
_configManager.SetCVar("interface.resolutionAutoScaleLowerCutoffX", 520);
_configManager.SetCVar("interface.resolutionAutoScaleLowerCutoffY", 240);
_configManager.SetCVar("interface.resolutionAutoScaleMinimum", 0.5f);
}
public override void PostInit()
{
base.PostInit();
// Setup key contexts
var inputMan = IoCManager.Resolve<IInputManager>();
ContentContexts.SetupContexts(inputMan.Contexts);
ContentContexts.SetupContexts(_inputManager.Contexts);
IoCManager.Resolve<IGameHud>().Initialize();
IoCManager.Resolve<IParallaxManager>().LoadDefaultParallax(); // Have to do this later because prototypes are needed.
_parallaxManager.LoadDefaultParallax();
var overlayMgr = IoCManager.Resolve<IOverlayManager>();
_overlayManager.AddOverlay(new SingularityOverlay());
_overlayManager.AddOverlay(new FlashOverlay());
_overlayManager.AddOverlay(new RadiationPulseOverlay());
overlayMgr.AddOverlay(new SingularityOverlay());
overlayMgr.AddOverlay(new FlashOverlay());
overlayMgr.AddOverlay(new RadiationPulseOverlay());
IoCManager.Resolve<IChatManager>().Initialize();
IoCManager.Resolve<IClientPreferencesManager>().Initialize();
IoCManager.Resolve<EuiManager>().Initialize();
IoCManager.Resolve<IVoteManager>().Initialize();
IoCManager.Resolve<IGamePrototypeLoadManager>().Initialize();
IoCManager.Resolve<NetworkResourceManager>().Initialize();
_gameHud.Initialize();
_chatManager.Initialize();
_clientPreferencesManager.Initialize();
_euiManager.Initialize();
_voteManager.Initialize();
_gamePrototypeLoadManager.Initialize();
_networkResources.Initialize();
_userInterfaceManager.SetDefaultTheme("SS14DefaultTheme");
_baseClient.RunLevelChanged += (_, args) =>
{
@@ -205,7 +184,7 @@ namespace Content.Client.Entry
};
// Disable engine-default viewport since we use our own custom viewport control.
IoCManager.Resolve<IUserInterfaceManager>().MainViewport.Visible = false;
_userInterfaceManager.MainViewport.Visible = false;
SwitchToDefaultState();
}
@@ -229,18 +208,5 @@ namespace Content.Client.Entry
_stateManager.RequestStateChange<MainScreen>();
}
}
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
base.Update(level, frameEventArgs);
switch (level)
{
case ModUpdateLevel.FramePreEngine:
// TODO: Turn IChatManager into an EntitySystem and remove the line below.
IoCManager.Resolve<IChatManager>().FrameUpdate(frameEventArgs);
break;
}
}
}
}