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