using System.Numerics; using Content.Client.Actions; using Content.Client.Actions.UI; using Content.Client.Cooldown; using Content.Client.Stylesheets; using Content.Shared.Actions; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Client.UserInterface; using Robust.Client.UserInterface.Controls; using Robust.Shared.Input; using Robust.Shared.Timing; using Robust.Shared.Utility; using static Robust.Client.UserInterface.Controls.BoxContainer; using static Robust.Client.UserInterface.Controls.TextureRect; using Direction = Robust.Shared.Maths.Direction; namespace Content.Client.UserInterface.Systems.Actions.Controls; public sealed class ActionButton : Control, IEntityControl { private IEntityManager _entities; private SpriteSystem? _spriteSys; private ActionUIController? _controller; private bool _beingHovered; private bool _depressed; private bool _toggled; public BoundKeyFunction? KeyBind { set { _keybind = value; if (_keybind != null) { Label.Text = BoundKeyHelper.ShortKeyName(_keybind.Value); } } } private BoundKeyFunction? _keybind; public readonly TextureRect Button; public readonly PanelContainer HighlightRect; private readonly TextureRect _bigActionIcon; private readonly TextureRect _smallActionIcon; public readonly Label Label; public readonly CooldownGraphic Cooldown; private readonly SpriteView _smallItemSpriteView; private readonly SpriteView _bigItemSpriteView; private Texture? _buttonBackgroundTexture; public EntityUid? ActionId { get; private set; } private BaseActionComponent? _action; public bool Locked { get; set; } public event Action? ActionPressed; public event Action? ActionUnpressed; public event Action? ActionFocusExited; public ActionButton(IEntityManager entities, SpriteSystem? spriteSys = null, ActionUIController? controller = null) { // TODO why is this constructor so slooooow. The rest of the code is fine _entities = entities; _spriteSys = spriteSys; _controller = controller; MouseFilter = MouseFilterMode.Pass; Button = new TextureRect { Name = "Button", TextureScale = new Vector2(2, 2) }; HighlightRect = new PanelContainer { StyleClasses = {StyleNano.StyleClassHandSlotHighlight}, MinSize = new Vector2(32, 32), Visible = false }; _bigActionIcon = new TextureRect { HorizontalExpand = true, VerticalExpand = true, Stretch = StretchMode.Scale, Visible = false }; _smallActionIcon = new TextureRect { HorizontalAlignment = HAlignment.Right, VerticalAlignment = VAlignment.Bottom, Stretch = StretchMode.Scale, Visible = false }; Label = new Label { Name = "Label", HorizontalAlignment = HAlignment.Left, VerticalAlignment = VAlignment.Top, Margin = new Thickness(5, 0, 0, 0) }; _bigItemSpriteView = new SpriteView { Name = "Big Sprite", HorizontalExpand = true, VerticalExpand = true, Scale = new Vector2(2, 2), SetSize = new Vector2(64, 64), Visible = false, OverrideDirection = Direction.South, }; _smallItemSpriteView = new SpriteView { Name = "Small Sprite", HorizontalAlignment = HAlignment.Right, VerticalAlignment = VAlignment.Bottom, Visible = false, OverrideDirection = Direction.South, }; // padding to the left of the small icon var paddingBoxItemIcon = new BoxContainer { Orientation = LayoutOrientation.Horizontal, HorizontalExpand = true, VerticalExpand = true, MinSize = new Vector2(64, 64) }; paddingBoxItemIcon.AddChild(new Control() { MinSize = new Vector2(32, 32), }); paddingBoxItemIcon.AddChild(new Control { Children = { _smallActionIcon, _smallItemSpriteView } }); Cooldown = new CooldownGraphic {Visible = false}; AddChild(Button); AddChild(_bigActionIcon); AddChild(_bigItemSpriteView); AddChild(HighlightRect); AddChild(Label); AddChild(Cooldown); AddChild(paddingBoxItemIcon); Button.Modulate = new Color(255, 255, 255, 150); OnThemeUpdated(); OnKeyBindDown += args => { Depress(args, true); OnPressed(args); }; OnKeyBindUp += args => { Depress(args, false); OnUnpressed(args); }; TooltipSupplier = SupplyTooltip; } protected override void OnThemeUpdated() { base.OnThemeUpdated(); _buttonBackgroundTexture = Theme.ResolveTexture("SlotBackground"); Label.FontColorOverride = Theme.ResolveColorOrSpecified("whiteText"); } private void OnPressed(GUIBoundKeyEventArgs args) { ActionPressed?.Invoke(args, this); } private void OnUnpressed(GUIBoundKeyEventArgs args) { ActionUnpressed?.Invoke(args, this); } private Control? SupplyTooltip(Control sender) { if (!_entities.TryGetComponent(ActionId, out MetaDataComponent? metadata)) return null; var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(metadata.EntityName)); var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(metadata.EntityDescription)); return new ActionAlertTooltip(name, decr); } protected override void ControlFocusExited() { ActionFocusExited?.Invoke(this); } private void UpdateItemIcon() { if (_action is not {EntityIcon: { } entity} || !_entities.HasComponent(entity)) { _bigItemSpriteView.Visible = false; _bigItemSpriteView.SetEntity(null); _smallItemSpriteView.Visible = false; _smallItemSpriteView.SetEntity(null); } else { switch (_action.ItemIconStyle) { case ItemActionIconStyle.BigItem: _bigItemSpriteView.Visible = true; _bigItemSpriteView.SetEntity(entity); _smallItemSpriteView.Visible = false; _smallItemSpriteView.SetEntity(null); break; case ItemActionIconStyle.BigAction: _bigItemSpriteView.Visible = false; _bigItemSpriteView.SetEntity(null); _smallItemSpriteView.Visible = true; _smallItemSpriteView.SetEntity(entity); break; case ItemActionIconStyle.NoItem: _bigItemSpriteView.Visible = false; _bigItemSpriteView.SetEntity(null); _smallItemSpriteView.Visible = false; _smallItemSpriteView.SetEntity(null); break; } } } private void SetActionIcon(Texture? texture) { if (_action == null || texture == null) { _bigActionIcon.Texture = null; _bigActionIcon.Visible = false; _smallActionIcon.Texture = null; _smallActionIcon.Visible = false; } else if (_action.EntityIcon != null && _action.ItemIconStyle == ItemActionIconStyle.BigItem) { _smallActionIcon.Texture = texture; _smallActionIcon.Modulate = _action.IconColor; _smallActionIcon.Visible = true; _bigActionIcon.Texture = null; _bigActionIcon.Visible = false; } else { _bigActionIcon.Texture = texture; _bigActionIcon.Modulate = _action.IconColor; _bigActionIcon.Visible = true; _smallActionIcon.Texture = null; _smallActionIcon.Visible = false; } } public void UpdateIcons() { UpdateItemIcon(); UpdateBackground(); if (_action == null) { SetActionIcon(null); return; } _controller ??= UserInterfaceManager.GetUIController(); _spriteSys ??= _entities.System(); if ((_controller.SelectingTargetFor == ActionId || _action.Toggled) && _action.IconOn != null) SetActionIcon(_spriteSys.Frame0(_action.IconOn)); else SetActionIcon(_action.Icon != null ? _spriteSys.Frame0(_action.Icon) : null); } public void UpdateBackground() { if (_action == null) { Button.Texture = null; } else { Button.Texture = _buttonBackgroundTexture; } } public bool TryReplaceWith(EntityUid actionId, ActionsSystem system) { if (Locked) { return false; } UpdateData(actionId, system); return true; } public void UpdateData(EntityUid? actionId, ActionsSystem system) { ActionId = actionId; system.TryGetActionData(actionId, out _action); Label.Visible = actionId != null; UpdateIcons(); } public void ClearData() { ActionId = null; _action = null; Cooldown.Visible = false; Cooldown.Progress = 1; Label.Visible = false; UpdateIcons(); } protected override void FrameUpdate(FrameEventArgs args) { base.FrameUpdate(args); Cooldown.Visible = _action != null && _action.Cooldown != null; if (_action == null) return; if (_action.Cooldown != null) { Cooldown.FromTime(_action.Cooldown.Value.Start, _action.Cooldown.Value.End); } if (ActionId != null && _toggled != _action.Toggled) { _toggled = _action.Toggled; } } protected override void MouseEntered() { base.MouseEntered(); _beingHovered = true; DrawModeChanged(); } protected override void MouseExited() { base.MouseExited(); _beingHovered = false; DrawModeChanged(); } /// /// Press this button down. If it was depressed and now set to not depressed, will /// trigger the action. /// public void Depress(GUIBoundKeyEventArgs args, bool depress) { // action can still be toggled if it's allowed to stay selected if (_action is not {Enabled: true}) return; if (_depressed && !depress) { // fire the action OnUnpressed(args); } _depressed = depress; DrawModeChanged(); } public void DrawModeChanged() { _controller ??= UserInterfaceManager.GetUIController(); HighlightRect.Visible = _beingHovered && (_action != null || _controller.IsDragging); // always show the normal empty button style if no action in this slot if (_action == null) { SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal); return; } // show a hover only if the action is usable or another action is being dragged on top of this if (_beingHovered && (_controller.IsDragging || _action!.Enabled)) { SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover); } // it's only depress-able if it's usable, so if we're depressed // show the depressed style if (_depressed) { HighlightRect.Visible = false; SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassPressed); return; } // if it's toggled on, always show the toggled on style (currently same as depressed style) if (_action.Toggled || _controller.SelectingTargetFor == ActionId) { // when there's a toggle sprite, we're showing that sprite instead of highlighting this slot SetOnlyStylePseudoClass(_action.IconOn != null ? ContainerButton.StylePseudoClassNormal : ContainerButton.StylePseudoClassPressed); return; } if (!_action.Enabled) { SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassDisabled); return; } SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal); } EntityUid? IEntityControl.UiEntity => ActionId; }