using Content.Client.Actions.UI; using Content.Client.Cooldown; using Content.Client.Stylesheets; using Content.Shared.Actions; using Content.Shared.Actions.ActionTypes; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Client.UserInterface; using Robust.Client.UserInterface.Controls; using Robust.Client.Utility; 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; namespace Content.Client.UserInterface.Systems.Actions.Controls; public sealed class ActionButton : Control { private ActionUIController Controller => UserInterfaceManager.GetUIController(); private bool _beingHovered; private bool _depressed; private bool _toggled; private bool _spriteViewDirty; 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; public ActionType? Action { get; private set; } public bool Locked { get; set; } public event Action? ActionPressed; public event Action? ActionUnpressed; public event Action? ActionFocusExited; public ActionButton() { MouseFilter = MouseFilterMode.Pass; Button = new TextureRect { Name = "Button", TextureScale = new Vector2(2, 2) }; HighlightRect = new PanelContainer { StyleClasses = {StyleNano.StyleClassHandSlotHighlight}, MinSize = (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 = (2, 2), SetSize = (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 = (64, 64) }; paddingBoxItemIcon.AddChild(new Control() { MinSize = (32, 32), }); paddingBoxItemIcon.AddChild(new Control { Children = { _smallActionIcon, _smallItemSpriteView } }); Cooldown = new CooldownGraphic {Visible = false}; AddChild(_bigActionIcon); AddChild(_bigItemSpriteView); AddChild(Button); 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); }; TooltipDelay = 0.5f; TooltipSupplier = SupplyTooltip; } protected override void OnThemeUpdated() { base.OnThemeUpdated(); Button.Texture = 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 (Action == null) return null; var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.DisplayName)); var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description)); return new ActionAlertTooltip(name, decr); } protected override void ControlFocusExited() { ActionFocusExited?.Invoke(this); } private void UpdateItemIcon() { var entityManager = IoCManager.Resolve(); if (Action?.EntityIcon != null && !entityManager.EntityExists(Action.EntityIcon)) { // This is almost certainly because a player received/processed their own actions component state before // being send the entity in their inventory that enabled this action. // Defer updating icons to the next FrameUpdate(). _spriteViewDirty = true; return; } if (Action?.EntityIcon == null || !entityManager.TryGetComponent(Action.EntityIcon.Value, out SpriteComponent? sprite)) { _bigItemSpriteView.Visible = false; _bigItemSpriteView.Sprite = null; _smallItemSpriteView.Visible = false; _smallItemSpriteView.Sprite = null; } else { switch (Action.ItemIconStyle) { case ItemActionIconStyle.BigItem: _bigItemSpriteView.Visible = true; _bigItemSpriteView.Sprite = sprite; _smallItemSpriteView.Visible = false; _smallItemSpriteView.Sprite = null; break; case ItemActionIconStyle.BigAction: _bigItemSpriteView.Visible = false; _bigItemSpriteView.Sprite = null; _smallItemSpriteView.Visible = true; _smallItemSpriteView.Sprite = sprite; break; case ItemActionIconStyle.NoItem: _bigItemSpriteView.Visible = false; _bigItemSpriteView.Sprite = null; _smallItemSpriteView.Visible = false; _smallItemSpriteView.Sprite = null; break; } } } private void SetActionIcon(Texture? texture) { if (texture == null || Action == 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(); if (Action == null) { SetActionIcon(null); return; } if ((Controller.SelectingTargetFor == Action || Action.Toggled) && Action.IconOn != null) SetActionIcon(Action.IconOn.Frame0()); else SetActionIcon(Action.Icon?.Frame0()); } public bool TryReplaceWith(ActionType action) { if (Locked) { return false; } UpdateData(action); return true; } public void UpdateData(ActionType action) { Action = action; Label.Visible = true; UpdateIcons(); } public void ClearData() { Action = null; Cooldown.Visible = false; Cooldown.Progress = 1; Label.Visible = false; UpdateIcons(); } protected override void FrameUpdate(FrameEventArgs args) { base.FrameUpdate(args); if (_spriteViewDirty) { _spriteViewDirty = false; UpdateIcons(); } if (Action?.Cooldown != null) { Cooldown.FromTime(Action.Cooldown.Value.Start, Action.Cooldown.Value.End); } if (Action != 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() { HighlightRect.Visible = _beingHovered; // 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 == Action) { // 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); } }