* cameras but i didn't feel like git stashing them * Adds more functionality server-side for surveillance cameras * rider moment * Adds skeleton for SurveillanceCameraMonitorBoundUi on client * whoops * makes surveillance camera monitor UI more defined * removes tree from SurveillanceCameraMonitorWindow * surveillance camera active flag, other routing things * actually sets how SurveillanceCameraMonitorSystem sends camera info to clients * adds entity yaml, changes field * adds the camera/monitor entities, makes the UI open * SurveillanceCameraRouters (not implemented fully) * subnets for cameras, server-side * it works! * fixes rotation in cameras * whoops restores surveillance cameras to ignored components makes it so that switching cameras now lerps the other camera * makes the UI work * makes it so that cameras actually refresh now * cleanup * adds camera.rsi * cleans up prototypes a bit * adds camera subnet frequencies, cameras in subnets * adds surveillance camera router subnets * might fix testing errors * adds the circuit board to the surveillance camera monitor * fixes up the camera monitor (the detective will get his tv soon) * adds heartbeat, ensures subnet data is passed into cameras to send * fixes up a few things * whoops * changes to UI internals * fixes subnet selection issue * localized strings for UI * changes 'test' id to 'camera' for cameras * whoops * missing s * camera static! * adds a delay to camera switching * adjusts a few things in camera timing * adds setup for cameras/routers, localization for frequency names * adds setup ui for routers, makes subnet names in monitor window follow frequency name in prototype * localization, some cleanup * ui adjustments * adds surveillance camera visuals * fixes a bug when closing the UI for monitors * adds disconnect message to UI * adds construction graph to cameras * adds the camera to the construction menu * fixes network selection for setup, tweak to assembly * adds surveillance camera router construction, fixes up surveillance camera wire cutting * adds disconnect button to monitor UI * switches around the status text * tweaks monitor UI * makes the address actually show * might make tests pass * UI adjustments, hard name limit * ok, that didn't work * adds wireless cameras * makes the television work/look nicer * adds tripod cameras in addition to mobile cameras * makes wireless cameras constructable * fixes up those prototypes * reorganization in C#, small cleanup * ensures that power changes deactivate some devices * adds a component to the television, comments out a function * actually, never mind, i forgot that wireless cameras existed/are creatable for a second * tweaks to router construction, removes SubnetTest from prototypes * removes it from frequencies too * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * type serializers into components * setup window opens centered, enum is now byte * replaces active monitor list with ActiveSurveillanceCameraMonitorComponent * adds paused/deleted entity checks, changes how verbs are given * removes EntitySystem.Get<T>() references * fixes bug related to selecting network from setup, alphabet-orders network listing in setup * rider moment * adds minwidth to surveillance camera setup window * addresses reviews * should fix the issue with camera visuals not updating properly * addresses some reviews * addresses further review * addresses reviews related to RSIs * never needed a key there anyways * changes a few things with routers to ensure that they're active * whoops * ensurecomp over addcomp * whoops Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
189 lines
6.0 KiB
C#
189 lines
6.0 KiB
C#
using System.Linq;
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using Content.Client.Resources;
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using Content.Client.Viewport;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.SurveillanceCamera;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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namespace Content.Client.SurveillanceCamera.UI;
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[GenerateTypedNameReferences]
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public sealed partial class SurveillanceCameraMonitorWindow : DefaultWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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public event Action<string>? CameraSelected;
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public event Action<string>? SubnetOpened;
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public event Action? CameraRefresh;
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public event Action? SubnetRefresh;
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public event Action? CameraSwitchTimer;
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public event Action? CameraDisconnect;
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private string _currentAddress = string.Empty;
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private readonly FixedEye _defaultEye = new();
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private readonly Dictionary<string, int> _subnetMap = new();
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private string? SelectedSubnet
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{
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get
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{
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if (SubnetSelector.ItemCount == 0
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|| SubnetSelector.SelectedMetadata == null)
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{
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return null;
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}
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return (string) SubnetSelector.SelectedMetadata;
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}
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}
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public SurveillanceCameraMonitorWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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// This could be done better. I don't want to deal with stylesheets at the moment.
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var texture = _resourceCache.GetTexture("/Textures/Interface/Nano/square_black.png");
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var shader = _prototypeManager.Index<ShaderPrototype>("CameraStatic").Instance().Duplicate();
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CameraView.ViewportSize = new Vector2i(500, 500);
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CameraView.Eye = _defaultEye; // sure
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CameraViewBackground.Stretch = TextureRect.StretchMode.Scale;
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CameraViewBackground.Texture = texture;
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CameraViewBackground.ShaderOverride = shader;
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SubnetList.OnItemSelected += OnSubnetListSelect;
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SubnetSelector.OnItemSelected += args =>
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{
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// piss
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SubnetOpened!((string) args.Button.GetItemMetadata(args.Id)!);
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};
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SubnetRefreshButton.OnPressed += _ => SubnetRefresh!();
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CameraRefreshButton.OnPressed += _ => CameraRefresh!();
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CameraDisconnectButton.OnPressed += _ => CameraDisconnect!();
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}
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// The UI class should get the eye from the entity, and then
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// pass it here so that the UI can change its view.
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public void UpdateState(IEye? eye, HashSet<string> subnets, string activeAddress, string activeSubnet, Dictionary<string, string> cameras)
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{
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_currentAddress = activeAddress;
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SetCameraView(eye);
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if (subnets.Count == 0)
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{
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SubnetSelector.AddItem(Loc.GetString("surveillance-camera-monitor-ui-no-subnets"));
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SubnetSelector.Disabled = true;
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return;
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}
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if (SubnetSelector.Disabled && subnets.Count != 0)
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{
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SubnetSelector.Clear();
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SubnetSelector.Disabled = false;
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}
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// That way, we have *a* subnet selected if this is ever opened.
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if (string.IsNullOrEmpty(activeSubnet))
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{
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SubnetOpened!(subnets.First());
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return;
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}
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// if the subnet count is unequal, that means
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// we have to rebuild the subnet selector
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if (SubnetSelector.ItemCount != subnets.Count)
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{
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SubnetSelector.Clear();
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_subnetMap.Clear();
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foreach (var subnet in subnets)
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{
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var id = AddSubnet(subnet);
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_subnetMap.Add(subnet, id);
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}
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}
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if (_subnetMap.TryGetValue(activeSubnet, out var subnetId))
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{
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SubnetSelector.Select(subnetId);
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}
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PopulateCameraList(cameras);
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}
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private void PopulateCameraList(Dictionary<string, string> cameras)
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{
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SubnetList.Clear();
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foreach (var (address, name) in cameras)
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{
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AddCameraToList(name, address);
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}
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SubnetList.SortItemsByText();
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}
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private void SetCameraView(IEye? eye)
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{
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CameraView.Eye = eye ?? _defaultEye;
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CameraView.Visible = eye != null;
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CameraViewBackground.Visible = true;
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CameraDisconnectButton.Disabled = eye == null;
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if (eye != null)
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{
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CameraStatus.Text = Loc.GetString("surveillance-camera-monitor-ui-status",
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("status", Loc.GetString("surveillance-camera-monitor-ui-status-connecting")),
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("address", _currentAddress));
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CameraSwitchTimer!();
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}
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else
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{
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CameraStatus.Text = Loc.GetString("surveillance-camera-monitor-ui-status-disconnected");
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}
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}
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public void OnSwitchTimerComplete()
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{
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CameraViewBackground.Visible = false;
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CameraStatus.Text = Loc.GetString("surveillance-camera-monitor-ui-status",
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("status", Loc.GetString("surveillance-camera-monitor-ui-status-connected")),
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("address", _currentAddress));
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}
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private int AddSubnet(string subnet)
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{
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var name = subnet;
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if (_prototypeManager.TryIndex<DeviceFrequencyPrototype>(subnet, out var frequency))
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{
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name = Loc.GetString(frequency.Name ?? subnet);
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}
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SubnetSelector.AddItem(name);
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SubnetSelector.SetItemMetadata(SubnetSelector.ItemCount - 1, subnet);
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return SubnetSelector.ItemCount - 1;
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}
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private void AddCameraToList(string name, string address)
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{
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var item = SubnetList.AddItem($"{name}: {address}");
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item.Metadata = address;
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}
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private void OnSubnetListSelect(ItemList.ItemListSelectedEventArgs args)
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{
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CameraSelected!((string) SubnetList[args.ItemIndex].Metadata!);
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}
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}
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