using Robust.Shared.Configuration;
namespace Content.Shared.CCVar;
public sealed partial class CCVars
{
///
/// The sound played when clicking a UI button
///
public static readonly CVarDef UIClickSound =
CVarDef.Create("interface.click_sound", "/Audio/UserInterface/click.ogg", CVar.REPLICATED);
///
/// The sound played when the mouse hovers over a clickable UI element
///
public static readonly CVarDef UIHoverSound =
CVarDef.Create("interface.hover_sound", "/Audio/UserInterface/hover.ogg", CVar.REPLICATED);
///
/// The layout style of the UI
///
public static readonly CVarDef UILayout =
CVarDef.Create("ui.layout", "Default", CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// The dimensions for the chat window in Default UI mode
///
public static readonly CVarDef DefaultScreenChatSize =
CVarDef.Create("ui.default_chat_size", "", CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// The width of the chat panel in Separated UI mode
///
public static readonly CVarDef SeparatedScreenChatSize =
CVarDef.Create("ui.separated_chat_size", "0.6,0", CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef OutlineEnabled =
CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
///
/// Determines how antagonist status/roletype is displayed. Based on AdminOverlayAntagFormats enum
/// Binary: Roletypes of interest get an "ANTAG" label
/// Roletype: Roletypes of interest will have their roletype name displayed in their specific color
/// Subtype: Roletypes of interest will have their subtype displayed. if subtype is not set, roletype will be shown.
///
public static readonly CVarDef AdminOverlayAntagFormat =
CVarDef.Create("ui.admin_overlay_antag_format", "Subtype", CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// If true, the admin overlay will display the total time of the players
///
public static readonly CVarDef AdminOverlayPlaytime =
CVarDef.Create("ui.admin_overlay_playtime", true, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// If true, the admin overlay will display the player's starting role.
///
public static readonly CVarDef AdminOverlayStartingJob =
CVarDef.Create("ui.admin_overlay_starting_job", true, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// Determines how antagonist status/roletype is displayed Before character names on the Player Tab
/// Off: No symbol is shown.
/// Basic: The same antag symbol is shown for anyone marked as antag.
/// Specific: The roletype-specific symbol is shown for anyone marked as antag.
///
public static readonly CVarDef AdminPlayerTabSymbolSetting =
CVarDef.Create("ui.admin_player_tab_symbols", "Specific", CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// Determines what columns are colorized
/// Off: None.
/// Character: The character names of "roletypes-of-interest" have their role type's color.
/// Roletype: Role types are shown in their respective colors.
/// Both: Both characters and role types are colorized.
///
public static readonly CVarDef AdminPlayerTabColorSetting =
CVarDef.Create("ui.admin_player_tab_color", "Both", CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// Determines what's displayed in the Role column - role type, subtype, or both.
/// RoleType
/// SubType
/// RoleTypeSubtype
/// SubtypeRoleType
///
public static readonly CVarDef AdminPlayerTabRoleSetting =
CVarDef.Create("ui.admin_player_tab_role", "Subtype", CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// Determines how antagonist status/roletype is displayed. Based on AdminOverlayAntagSymbolStyles enum
/// Off: No symbol is shown.
/// Basic: The same antag symbol is shown for anyone marked as antag.
/// Specific: The roletype-specific symbol is shown for anyone marked as antag.
///
public static readonly CVarDef AdminOverlaySymbolStyle =
CVarDef.Create("ui.admin_overlay_symbol_style", "Specific", CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// The range (in tiles) around the cursor within which the admin overlays of ghosts start to fade out
///
public static readonly CVarDef AdminOverlayGhostFadeDistance =
CVarDef.Create("ui.admin_overlay_ghost_fade_distance", 6, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// The range (in tiles) around the cursor within which the admin overlays of ghosts disappear
///
public static readonly CVarDef AdminOverlayGhostHideDistance =
CVarDef.Create("ui.admin_overlay_ghost_hide_distance", 2, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// The maximum range (in tiles) at which admin overlay entries still merge to form a stack
/// Recommended to keep under 1, otherwise the overlays of people sitting next to each other will stack
///
public static readonly CVarDef AdminOverlayMergeDistance =
CVarDef.Create("ui.admin_overlay_merge_distance", 0.33f, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// The maximum size that an overlay stack can reach. Additional overlays will be superimposed over the last one.
///
public static readonly CVarDef AdminOverlayStackMax =
CVarDef.Create("ui.admin_overlay_stack_max", 3, CVar.CLIENTONLY | CVar.ARCHIVE);
}