Improve stripping UI (#9768)
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@@ -1,110 +1,226 @@
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using Content.Client.Cuffs.Components;
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using Content.Client.Examine;
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using Content.Client.Hands;
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using Content.Client.Strip;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Systems.Hands.Controls;
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using Content.Shared.Ensnaring.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Strip.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using static Content.Client.Inventory.ClientInventorySystem;
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using static Robust.Client.UserInterface.Control;
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namespace Content.Client.Inventory
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{
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[UsedImplicitly]
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public sealed class StrippableBoundUserInterface : BoundUserInterface
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{
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public Dictionary<(string ID, string Name), string>? Inventory { get; private set; }
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public Dictionary<string, string>? Hands { get; private set; }
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public Dictionary<EntityUid, string>? Handcuffs { get; private set; }
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public Dictionary<EntityUid, string>? Ensnare { get; private set; }
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private const int ButtonSeparation = 4;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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private ExamineSystem _examine = default!;
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private InventorySystem _inv = default!;
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[ViewVariables]
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private StrippingMenu? _strippingMenu;
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public const string HiddenPocketEntityId = "StrippingHiddenEntity";
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private EntityUid _virtualHiddenEntity;
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public StrippableBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey)
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{
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IoCManager.InjectDependencies(this);
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_examine = _entMan.EntitySysManager.GetEntitySystem<ExamineSystem>();
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_inv = _entMan.EntitySysManager.GetEntitySystem<InventorySystem>();
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var title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner.Owner, _entMan)));
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_strippingMenu = new StrippingMenu(title, this);
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_strippingMenu.OnClose += Close;
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_virtualHiddenEntity = _entMan.SpawnEntity(HiddenPocketEntityId, MapCoordinates.Nullspace);
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}
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protected override void Open()
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{
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base.Open();
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var entMan = IoCManager.Resolve<IEntityManager>();
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_strippingMenu = new StrippingMenu($"{Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner.Owner, entMan)))}");
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_strippingMenu.OnClose += Close;
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_strippingMenu.OpenCenteredLeft();
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UpdateMenu();
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_strippingMenu?.OpenCenteredLeft();
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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_entMan.DeleteEntity(_virtualHiddenEntity);
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if (!disposing)
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return;
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_strippingMenu?.Dispose();
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}
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private void UpdateMenu()
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public void DirtyMenu()
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{
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if (_strippingMenu == null) return;
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if (_strippingMenu != null)
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_strippingMenu.Dirty = true;
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}
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public void UpdateMenu()
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{
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if (_strippingMenu == null)
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return;
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_strippingMenu.ClearButtons();
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if (Inventory != null)
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if (_entMan.TryGetComponent(Owner.Owner, out InventoryComponent? inv) && _protoMan.TryIndex<InventoryTemplatePrototype>(inv.TemplateId, out var template))
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{
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foreach (var (slot, name) in Inventory)
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foreach (var slot in template.Slots)
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{
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_strippingMenu.AddButton(slot.Name, name, (ev) =>
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{
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SendMessage(new StrippingInventoryButtonPressed(slot.ID));
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});
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AddInventoryButton(slot.Name, template, inv);
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}
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}
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if (Hands != null)
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if (_entMan.TryGetComponent(Owner.Owner, out HandsComponent? handsComp))
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{
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foreach (var (hand, name) in Hands)
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// good ol hands shit code. there is a GuiHands comparer that does the same thing... but these are hands
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// and not gui hands... which are different...
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foreach (var hand in handsComp.Hands.Values)
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{
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_strippingMenu.AddButton(hand, name, (ev) =>
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{
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SendMessage(new StrippingHandButtonPressed(hand));
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});
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if (hand.Location != HandLocation.Right)
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continue;
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AddHandButton(hand);
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}
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foreach (var hand in handsComp.Hands.Values)
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{
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if (hand.Location != HandLocation.Middle)
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continue;
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AddHandButton(hand);
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}
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foreach (var hand in handsComp.Hands.Values)
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{
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if (hand.Location != HandLocation.Left)
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continue;
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AddHandButton(hand);
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}
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}
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if (Handcuffs != null)
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// snare-removal button. This is just the old button before the change to item slots. It is pretty out of place.
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if (_entMan.TryGetComponent(Owner.Owner, out SharedEnsnareableComponent? snare) && snare.IsEnsnared)
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{
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foreach (var (id, name) in Handcuffs)
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var button = new Button()
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{
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_strippingMenu.AddButton(Loc.GetString("strippable-bound-user-interface-stripping-menu-handcuffs-button"), name, (ev) =>
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{
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SendMessage(new StrippingHandcuffButtonPressed(id));
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});
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}
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Text = Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"),
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StyleClasses = { StyleBase.ButtonOpenRight }
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};
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button.OnPressed += (_) => SendMessage(new StrippingEnsnareButtonPressed());
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_strippingMenu.SnareContainer.AddChild(button);
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}
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if (Ensnare != null)
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{
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foreach (var (id, name) in Ensnare)
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{
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_strippingMenu.AddButton(Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"), name, (ev) =>
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{
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SendMessage(new StrippingEnsnareButtonPressed(id));
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});
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}
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}
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// TODO fix layout container measuring (its broken atm).
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// _strippingMenu.InvalidateMeasure();
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// _strippingMenu.Contents.Measure(Vector2.Infinity);
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// TODO allow windows to resize based on content's desired size
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// for now: shit-code
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// this breaks for drones (too many hands, lots of empty vertical space), and looks shit for monkeys and the like.
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// but the window is realizable, so eh.
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_strippingMenu.SetSize = (220, snare?.IsEnsnared == true ? 550 : 530);
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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private void AddHandButton(Hand hand)
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{
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base.UpdateState(state);
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var button = new HandButton(hand.Name, hand.Location);
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if (state is not StrippingBoundUserInterfaceState stripState) return;
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button.Pressed += SlotPressed;
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Inventory = stripState.Inventory;
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Hands = stripState.Hands;
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Handcuffs = stripState.Handcuffs;
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Ensnare = stripState.Ensnare;
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if (_entMan.TryGetComponent(hand.HeldEntity, out HandVirtualItemComponent? virt))
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{
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button.Blocked = true;
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if (_entMan.TryGetComponent(Owner.Owner, out CuffableComponent? cuff) && cuff.Container.Contains(virt.BlockingEntity))
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button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
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}
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UpdateEntityIcon(button, hand.HeldEntity);
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_strippingMenu!.HandsContainer.AddChild(button);
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}
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UpdateMenu();
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private void SlotPressed(GUIBoundKeyEventArgs ev, SlotControl slot)
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{
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// TODO: allow other interactions? Verbs? But they should then generate a pop-up and/or have a delay so the
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// user that is being stripped can prevent the verbs from being exectuted.
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// So for now: only stripping & examining
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if (ev.Function == EngineKeyFunctions.Use)
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{
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SendMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
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}
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else if (ev.Function == ContentKeyFunctions.ExamineEntity && slot.Entity != null)
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{
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_examine.DoExamine(slot.Entity.Value);
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return;
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}
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if (ev.Function != EngineKeyFunctions.Use)
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return;
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}
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private void AddInventoryButton(string slotId, InventoryTemplatePrototype template, InventoryComponent inv)
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{
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if (!_inv.TryGetSlotContainer(inv.Owner, slotId, out var container, out var slotDef, inv))
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return;
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var entity = container.ContainedEntity;
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// If this is a full pocket, obscure the real entity
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if (entity != null && slotDef.StripHidden)
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entity = _virtualHiddenEntity;
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var button = new SlotButton(new SlotData(slotDef, container));
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button.Pressed += SlotPressed;
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_strippingMenu!.InventoryContainer.AddChild(button);
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UpdateEntityIcon(button, entity);
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LayoutContainer.SetPosition(button, slotDef.StrippingWindowPos * (SlotControl.DefaultButtonSize + ButtonSeparation));
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}
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private void UpdateEntityIcon(SlotControl button, EntityUid? entity)
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{
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// Hovering, highlighting & storage are features of general hands & inv GUIs. This UI just re-uses these because I'm lazy.
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button.ClearHover();
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button.StorageButton.Visible = false;
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if (entity == null)
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{
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button.SpriteView.Sprite = null;
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return;
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}
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SpriteComponent? sprite;
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if (_entMan.TryGetComponent(entity, out HandVirtualItemComponent? virt))
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_entMan.TryGetComponent(virt.BlockingEntity, out sprite);
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else if (!_entMan.TryGetComponent(entity, out sprite))
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return;
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button.SpriteView.Sprite = sprite;
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}
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}
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}
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