Re-organize all projects (#4166)
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160
Content.Client/CharacterInterface/CharacterInterfaceComponent.cs
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160
Content.Client/CharacterInterface/CharacterInterfaceComponent.cs
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.CharacterInfo.Components;
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using Content.Client.HUD;
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using Content.Shared.Input;
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using Robust.Client.GameObjects;
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using Robust.Client.Input;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.CharacterInterface
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{
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/// <summary>
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/// A semi-abstract component which gets added to entities upon attachment and collects all character
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/// user interfaces into a single window and keybind for the user
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/// </summary>
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[RegisterComponent]
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public class CharacterInterfaceComponent : Component
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{
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[Dependency] private readonly IGameHud _gameHud = default!;
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public override string Name => "Character Interface Component";
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/// <summary>
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/// Window to hold each of the character interfaces
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/// </summary>
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/// <remarks>
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/// Null if it would otherwise be empty.
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/// </remarks>
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public CharacterWindow? Window { get; private set; }
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private List<ICharacterUI>? _uiComponents;
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/// <summary>
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/// Create the window with all character UIs and bind it to a keypress
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/// </summary>
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public override void Initialize()
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{
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base.Initialize();
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//Use all the character ui interfaced components to create the character window
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_uiComponents = Owner.GetAllComponents<ICharacterUI>().ToList();
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if (_uiComponents.Count == 0)
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{
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return;
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}
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Window = new CharacterWindow(_uiComponents);
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Window.OnClose += () => _gameHud.CharacterButtonDown = false;
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}
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/// <summary>
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/// Dispose of window and the keypress binding
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/// </summary>
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public override void OnRemove()
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{
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base.OnRemove();
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if (_uiComponents != null)
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{
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foreach (var component in _uiComponents)
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{
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// Make sure these don't get deleted when the window is disposed.
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component.Scene.Orphan();
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}
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}
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_uiComponents = null;
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Window?.Close();
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Window = null;
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var inputMgr = IoCManager.Resolve<IInputManager>();
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inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, null);
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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if (Window != null)
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{
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_gameHud.CharacterButtonVisible = true;
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_gameHud.CharacterButtonToggled = b =>
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{
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if (b)
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{
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Window.OpenCentered();
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}
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else
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{
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Window.Close();
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}
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};
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}
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break;
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case PlayerDetachedMsg _:
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if (Window != null)
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{
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_gameHud.CharacterButtonVisible = false;
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Window.Close();
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}
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break;
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}
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}
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/// <summary>
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/// A window that collects and shows all the individual character user interfaces
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/// </summary>
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public class CharacterWindow : SS14Window
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{
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private readonly VBoxContainer _contentsVBox;
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private readonly List<ICharacterUI> _windowComponents;
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public CharacterWindow(List<ICharacterUI> windowComponents)
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{
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Title = "Character";
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_contentsVBox = new VBoxContainer();
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Contents.AddChild(_contentsVBox);
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windowComponents.Sort((a, b) => ((int) a.Priority).CompareTo((int) b.Priority));
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foreach (var element in windowComponents)
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{
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_contentsVBox.AddChild(element.Scene);
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}
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_windowComponents = windowComponents;
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}
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protected override void Opened()
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{
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base.Opened();
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foreach (var windowComponent in _windowComponents)
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{
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windowComponent.Opened();
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}
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}
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}
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}
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/// <summary>
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/// Determines ordering of the character user interface, small values come sooner
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/// </summary>
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public enum UIPriority
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{
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First = 0,
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Info = 5,
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Species = 100,
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Last = 99999
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}
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}
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