* #272 restructure and restyle chat line edit section * #272 no arrow, actually change id on channel changer * #272 nice round chat channel picker * #272 add chat channel selection logic, and auto-select when a prefix is entered * #272 consistent width of chat channel btn * #272 only show admin channel filter if asay perms * #272 add tutorial info on chat prefixes * #272 added chat filter button * #272 added chat filter button * #272 WIP on filter popup * #272 fix filter popup pressed / unpressed logic * #272 fix filter popup positioning and layout * #272 WIP channel filter logic * #272 WIP channel filter logic * #272 WIP refactoring how chatbox / manager manages available filters and channels to send on * #272 WIP implementing filtering UI / logic and refactoring how chat UI is managed * #272 fix various bugs with new chat filter / selector logic * #272 remove outdated todos * #272 WIP working chat window resize * #272 bounded chatbox resizing * #272 alertUI moves with resized chat * #272 WIP making alertUI not be too large when changing size / UIScale * #272 WIP fixing window / uiscale adjustment * #272 WIP hacky approach for resizing, will try another approach * #272 implement hacky approach for bounded chat resize * #272 no resizing of lobby chat * #272 WIP adding unread marker to chat filters * #272 basic working unread chat message indicators * #272 WIP adding horizontal channel selector items * #272 horizontal channel selector popup * #272 workaround for chat selector staying highlighted when right clicking it while toggled * #272 workaround for chat selector staying highlighted when right clicking it while toggled * #272 wip trying to add tests for chatbox * #272 remove test, not really possible with current system * #272 merge latest * #272 merge latest * #272 fix csproj changes * It works if you disable the lobby * Fixes lobby chat * Adds more channel focusses * Channel cycler * Address review * Address nitpicks * Address more of the review * Fix chat post-viewport * Finalize review stuff Co-authored-by: chairbender <kwhipke1@gmail.com> Co-authored-by: ike709 <sparebytes@protonmail.com>
145 lines
4.8 KiB
C#
145 lines
4.8 KiB
C#
using System.Collections.Generic;
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using Content.Client.Interfaces.Chat;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Observer;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Observer
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{
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[RegisterComponent]
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public class GhostComponent : SharedGhostComponent
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{
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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IComponentManager _componentManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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public List<string> WarpNames = new();
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public Dictionary<EntityUid,string> PlayerNames = new();
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private GhostGui? _gui ;
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[ViewVariables(VVAccess.ReadOnly)] public bool CanReturnToBody { get; private set; } = true;
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private bool _isAttached;
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public override void OnRemove()
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{
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base.OnRemove();
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_gui?.Dispose();
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// PlayerDetachedMsg might not fire due to deletion order so...
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if (_isAttached)
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{
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SetGhostVisibility(false);
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}
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}
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private void SetGhostVisibility(bool visibility)
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{
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foreach (var ghost in _componentManager.GetAllComponents(typeof(GhostComponent), true))
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{
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if (ghost.Owner.TryGetComponent(out SpriteComponent? component))
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{
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component.Visible = visibility;
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}
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent(out SpriteComponent? component))
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{
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component.Visible =
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_playerManager.LocalPlayer?.ControlledEntity?.HasComponent<GhostComponent>() ?? false;
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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if (_gui == null)
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{
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_gui = new GhostGui(this);
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}
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else
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{
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_gui.Orphan();
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}
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_gameHud.HandsContainer.AddChild(_gui);
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SetGhostVisibility(true);
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_isAttached = true;
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break;
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case PlayerDetachedMsg _:
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_gui!.Parent?.RemoveChild(_gui);
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SetGhostVisibility(false);
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_isAttached = false;
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break;
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}
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}
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public void SendReturnToBodyMessage() => SendNetworkMessage(new ReturnToBodyComponentMessage());
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public void SendGhostWarpRequestMessage(string warpName) => SendNetworkMessage(new GhostWarpToLocationRequestMessage(warpName));
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public void SendGhostWarpRequestMessage(EntityUid target) => SendNetworkMessage(new GhostWarpToTargetRequestMessage(target));
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public void GhostRequestWarpPoint() => SendNetworkMessage(new GhostRequestWarpPointData());
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public void GhostRequestPlayerNames() => SendNetworkMessage(new GhostRequestPlayerNameData());
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not GhostComponentState state) return;
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CanReturnToBody = state.CanReturnToBody;
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if (Owner == _playerManager.LocalPlayer!.ControlledEntity)
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{
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_gui?.Update();
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}
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, netChannel, session);
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switch (message)
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{
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case GhostReplyWarpPointData data:
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WarpNames = new List<string>();
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foreach (var names in data.WarpName)
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{
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WarpNames.Add(names);
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}
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break;
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case GhostReplyPlayerNameData data:
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PlayerNames = new Dictionary<EntityUid, string>();
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foreach (var (key, value) in data.PlayerNames)
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{
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PlayerNames.Add(key,value);
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}
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break;
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}
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}
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}
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}
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