Files
tbd-station-14/Content.Client/SprayPainter/UI/SprayPainterGroup.xaml.cs
Whatstone 9ad99cfa64 Make more objects spray paintable (Reviving #31328) (#37341)
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced

* Slightly redesigned SprayPainterSystem for greater versatility

* Added handling of changes to the appearance of doors and storages

* PaintableGroup prototypes have been created

* Generating tabs with styles in the UI

* Fix error with undiscovered layer

* Slight improvement

* Removed unnecessary property

* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed

* Added canisters, but repainting doesn't work

* Added localization to styles

* Fix sprite changing

* Added the ability to paint canisters

* slight ui improvement

* Fix yamllinter errors

* Fix test

* The UI now remembers which tab was open

* Fix build (?)

* Rename

* Charges have been added to the spray painter

* Added a charge texture for the spray painter

* Now spray painter can paint decals

* Increased number of charges

* Spawning dummy objects has been replaced by PrototypeManager

* added a signature about the painting of the object

* fix

* Code commenting

* Fix upstream

* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* review

* Now decals can only be painted if the corresponding tab in the menu is open.

* Fixed a bug with pipe and decal tabs not being remembered

* Update EntityStorageVisualizerSystem.cs

* record

* loc

* Cleanup

* Revert electrified visuals

* more cleanup, fix charges, del ammo4

* no empty file, remove meta component

* closet exceptions, storage visualizer fixes

* enable/disable decal through alt-verb

* Fix missed merge conflicts

* fix snap offset, button event handlers

* simpler order, fix snap loc string

* Remove PaintableViz.BaseRSI, no decal item, A-Z

* State-respecting UI, BUI updates, FTL fixes

* revert DecalPlacerWindow changes

* revert unwanted changes, cleanup function order

* Limit SprayPainterAmmo write access to AmmoSystem

* Remove PaintedSystem

* spray paint ammo lathe recipe, youtool listing

* category as a list, groups as subtabs

* Restore inhand copyright in meta.json

* empty spray painter, recipe produces an empty one

* allow alpha on spray painter decals

* add comments

* paintable wall lockers

* Restrict painting more objects

* Suggested event changes, event cleanup

* component comments, fix ammo inhands

* uncleanable decals, dirty styles on mapinit

* organize paintables, separate emergency/closet grp

* fix categories newline at EOF

* airlock group whitespace cleanup

* realphabetize

* Clean up EntityStorageViz merge conflict markers

* Apply requested changes

* Apply suggestions from sowelipililimute's review

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* betrayal most foul

* Remove members from EntityPaintedEvent

* No emerg. group, steelsec to secure, locker/closet

* Enable repainting the medical wall locker

* comments, no flags on PaintableVisuals

* Remove locked variants from closets/wall closets

* removable decals

* off value consistency

* can't paint away those bones

* fix precedence

* Remove AirlockDepartment, AirlockGroup protos

Both unused.

* whitelist consistency re: ammo component

* add standing emergency closet styles

* alphabetize the spray painter listings

---------

Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
2025-07-10 20:36:57 -04:00

67 lines
1.9 KiB
C#

using Content.Client.UserInterface.Controls;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
namespace Content.Client.SprayPainter.UI;
/// <summary>
/// Used to display a group of paintable styles in the spray painter menu.
/// (e.g. each type of paintable locker or plastic crate)
/// </summary>
[GenerateTypedNameReferences]
public sealed partial class SprayPainterGroup : BoxContainer
{
public event Action<SpriteListData>? OnButtonPressed;
public SprayPainterGroup()
{
RobustXamlLoader.Load(this);
StyleList.GenerateItem = GenerateItems;
}
public void PopulateList(List<SpriteListData> spriteList)
{
StyleList.PopulateList(spriteList);
}
public void SelectItemByStyle(string key)
{
foreach (var elem in StyleList.Data)
{
if (elem is not SpriteListData spriteElem)
continue;
if (spriteElem.Style == key)
{
StyleList.Select(spriteElem);
break;
}
}
}
private void GenerateItems(ListData data, ListContainerButton button)
{
if (data is not SpriteListData spriteListData)
return;
var box = new BoxContainer() { Orientation = LayoutOrientation.Horizontal };
var protoView = new EntityPrototypeView();
protoView.SetPrototype(spriteListData.Prototype);
var label = new Label()
{
Text = Loc.GetString($"spray-painter-style-{spriteListData.Group.ToLower()}-{spriteListData.Style.ToLower()}")
};
box.AddChild(protoView);
box.AddChild(label);
button.AddChild(box);
button.AddStyleClass(ListContainer.StyleClassListContainerButton);
button.OnPressed += _ => OnButtonPressed?.Invoke(spriteListData);
if (spriteListData.SelectedIndex == button.Index)
button.Pressed = true;
}
}