using System.Collections.Generic; using System.Linq; using Content.Client.UserInterface; using Content.Client.Utility; using JetBrains.Annotations; using Robust.Client.ResourceManagement; using Robust.Client.UserInterface; using Robust.Client.UserInterface.Controls; using Robust.Client.UserInterface.CustomControls; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Maths; using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines; namespace Content.Client.GameObjects.Components.HUD.Inventory { // Dynamically instantiated by ClientInventoryComponent. [UsedImplicitly] public class HumanInventoryInterfaceController : InventoryInterfaceController { [Dependency] private readonly IResourceCache _resourceCache = default!; [Dependency] private readonly IItemSlotManager _itemSlotManager = default!; private readonly Dictionary> _inventoryButtons = new(); private ItemSlotButton _hudButtonPocket1 = default!; private ItemSlotButton _hudButtonPocket2 = default!; private ItemSlotButton _hudButtonBelt = default!; private ItemSlotButton _hudButtonBack = default!; private ItemSlotButton _hudButtonId = default!; private Control _rightQuickButtonsContainer = default!; private Control _leftQuickButtonsContainer = default!; public HumanInventoryInterfaceController(ClientInventoryComponent owner) : base(owner) { } public override void Initialize() { base.Initialize(); _window = new HumanInventoryWindow(_resourceCache); _window.OnClose += () => GameHud.InventoryButtonDown = false; foreach (var (slot, button) in _window.Buttons) { button.OnPressed = (e) => AddToInventory(e, slot); button.OnStoragePressed = (e) => OpenStorage(e, slot); button.OnHover = (_) => RequestItemHover(slot); _inventoryButtons.Add(slot, new List {button}); } void AddButton(out ItemSlotButton variable, Slots slot, string textureName) { var texture = _resourceCache.GetTexture($"/Textures/Interface/Inventory/{textureName}.png"); var storageTexture = _resourceCache.GetTexture("/Textures/Interface/Inventory/back.png"); variable = new ItemSlotButton(texture, storageTexture) { OnPressed = (e) => AddToInventory(e, slot), OnStoragePressed = (e) => OpenStorage(e, slot), OnHover = (_) => RequestItemHover(slot) }; _inventoryButtons[slot].Add(variable); } AddButton(out _hudButtonPocket1, Slots.POCKET1, "pocket"); AddButton(out _hudButtonPocket2, Slots.POCKET2, "pocket"); AddButton(out _hudButtonBack, Slots.BACKPACK, "back"); AddButton(out _hudButtonBelt, Slots.BELT, "belt"); AddButton(out _hudButtonId, Slots.IDCARD, "id"); _leftQuickButtonsContainer = new HBoxContainer { Children = { _hudButtonId, _hudButtonBack, _hudButtonBelt, }, SeparationOverride = 5 }; _rightQuickButtonsContainer = new HBoxContainer { Children = { _hudButtonPocket1, _hudButtonPocket2, // keeps this "balanced" with the left, so the hands will appear perfectly in the center new Control{MinSize = (64, 64)} }, SeparationOverride = 5 }; } public override SS14Window? Window => _window; private HumanInventoryWindow? _window; public override IEnumerable GetItemSlotButtons(Slots slot) { if (!_inventoryButtons.TryGetValue(slot, out var buttons)) { return Enumerable.Empty(); } return buttons; } public override void AddToSlot(Slots slot, IEntity entity) { base.AddToSlot(slot, entity); if (!_inventoryButtons.TryGetValue(slot, out var buttons)) return; foreach (var button in buttons) { _itemSlotManager.SetItemSlot(button, entity); button.OnPressed = (e) => HandleInventoryKeybind(e, slot); } } public override void RemoveFromSlot(Slots slot) { base.RemoveFromSlot(slot); if (!_inventoryButtons.TryGetValue(slot, out var buttons)) { return; } foreach (var button in buttons) { ClearButton(button, slot); } } public override void HoverInSlot(Slots slot, IEntity entity, bool fits) { base.HoverInSlot(slot, entity, fits); if (!_inventoryButtons.TryGetValue(slot, out var buttons)) { return; } foreach (var button in buttons) { _itemSlotManager.HoverInSlot(button, entity, fits); } } protected override void HandleInventoryKeybind(GUIBoundKeyEventArgs args, Slots slot) { if (!_inventoryButtons.ContainsKey(slot)) return; if (!Owner.TryGetSlot(slot, out var item)) return; if (_itemSlotManager.OnButtonPressed(args, item)) return; base.HandleInventoryKeybind(args, slot); } private void ClearButton(ItemSlotButton button, Slots slot) { button.OnPressed = (e) => AddToInventory(e, slot); _itemSlotManager.SetItemSlot(button, null); } public override void PlayerAttached() { base.PlayerAttached(); GameHud.RightInventoryQuickButtonContainer.AddChild(_rightQuickButtonsContainer); GameHud.LeftInventoryQuickButtonContainer.AddChild(_leftQuickButtonsContainer); // Update all the buttons to make sure they check out. foreach (var (slot, buttons) in _inventoryButtons) { foreach (var button in buttons) { ClearButton(button, slot); } if (Owner.TryGetSlot(slot, out var entity)) { AddToSlot(slot, entity); } } } public override void PlayerDetached() { base.PlayerDetached(); GameHud.RightInventoryQuickButtonContainer.RemoveChild(_rightQuickButtonsContainer); GameHud.LeftInventoryQuickButtonContainer.RemoveChild(_leftQuickButtonsContainer); foreach (var (slot, list) in _inventoryButtons) { foreach (var button in list) { ClearButton(button, slot); } } } private class HumanInventoryWindow : SS14Window { private const int ButtonSize = 64; private const int ButtonSeparation = 4; private const int RightSeparation = 2; public IReadOnlyDictionary Buttons { get; } public HumanInventoryWindow(IResourceCache resourceCache) { Title = Loc.GetString("Your Inventory"); Resizable = false; var buttonDict = new Dictionary(); Buttons = buttonDict; const int width = ButtonSize * 4 + ButtonSeparation * 3 + RightSeparation; const int height = ButtonSize * 4 + ButtonSeparation * 3; var windowContents = new LayoutContainer {MinSize = (width, height)}; Contents.AddChild(windowContents); void AddButton(Slots slot, string textureName, Vector2 position) { var texture = resourceCache.GetTexture($"/Textures/Interface/Inventory/{textureName}.png"); var storageTexture = resourceCache.GetTexture("/Textures/Interface/Inventory/back.png"); var button = new ItemSlotButton(texture, storageTexture); LayoutContainer.SetPosition(button, position); windowContents.AddChild(button); buttonDict.Add(slot, button); } const int sizep = (ButtonSize + ButtonSeparation); // Left column. AddButton(Slots.EYES, "glasses", (0, 0)); AddButton(Slots.NECK, "neck", (0, sizep)); AddButton(Slots.INNERCLOTHING, "uniform", (0, 2 * sizep)); AddButton(Slots.POCKET1, "pocket", (0, 3 * sizep)); // Middle column. AddButton(Slots.HEAD, "head", (sizep, 0)); AddButton(Slots.MASK, "mask", (sizep, sizep)); AddButton(Slots.OUTERCLOTHING, "suit", (sizep, 2 * sizep)); AddButton(Slots.SHOES, "shoes", (sizep, 3 * sizep)); // Right column AddButton(Slots.EARS, "ears", (2 * sizep, 0)); AddButton(Slots.IDCARD, "id", (2 * sizep, sizep)); AddButton(Slots.GLOVES, "gloves", (2 * sizep, 2 * sizep)); AddButton(Slots.POCKET2, "pocket", (2 * sizep, 3 * sizep)); // Far right column. AddButton(Slots.BACKPACK, "back", (3 * sizep, 0)); AddButton(Slots.BELT, "belt", (3 * sizep, sizep)); } } } }