* Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
158 lines
5.2 KiB
C#
158 lines
5.2 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Client.GameObjects.Components;
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using Content.Client.UserInterface.Stylesheets;
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using Content.Client.Utility;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using static Content.Client.StaticIoC;
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namespace Content.Client.UserInterface
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{
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public class ItemStatusPanel : Control
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{
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[ViewVariables]
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private readonly List<(IItemStatus, Control)> _activeStatusComponents = new List<(IItemStatus, Control)>();
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[ViewVariables]
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private readonly Label _itemNameLabel;
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[ViewVariables]
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private readonly VBoxContainer _statusContents;
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[ViewVariables]
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private readonly PanelContainer _panel;
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[ViewVariables]
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private IEntity? _entity;
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public ItemStatusPanel(Texture texture, StyleBox.Margin margin)
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{
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var panel = new StyleBoxTexture
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{
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Texture = texture
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};
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panel.SetContentMarginOverride(StyleBox.Margin.Vertical, 4);
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panel.SetContentMarginOverride(StyleBox.Margin.Horizontal, 6);
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panel.SetPatchMargin(margin, 13);
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AddChild(_panel = new PanelContainer
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{
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PanelOverride = panel,
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ModulateSelfOverride = Color.White.WithAlpha(0.9f),
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Children =
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{
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new VBoxContainer
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{
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SeparationOverride = 0,
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Children =
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{
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(_statusContents = new VBoxContainer()),
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(_itemNameLabel = new Label
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{
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ClipText = true,
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StyleClasses = {StyleNano.StyleClassItemStatus}
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})
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}
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}
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}
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});
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SizeFlagsVertical = SizeFlags.ShrinkEnd;
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}
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/// <summary>
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/// Creates a new instance of <see cref="ItemStatusPanel"/>
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/// based on whether or not it is being created for the right
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/// or left hand.
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/// </summary>
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/// <param name="location">
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/// The location of the hand that this panel is for
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/// </param>
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/// <returns>the new <see cref="ItemStatusPanel"/> instance</returns>
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public static ItemStatusPanel FromSide(HandLocation location)
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{
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string texture;
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StyleBox.Margin margin;
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switch (location)
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{
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case HandLocation.Left:
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texture = "/Textures/Interface/Nano/item_status_right.svg.96dpi.png";
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margin = StyleBox.Margin.Left | StyleBox.Margin.Top;
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break;
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case HandLocation.Middle:
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texture = "/Textures/Interface/Nano/item_status_left.svg.96dpi.png";
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margin = StyleBox.Margin.Right | StyleBox.Margin.Top;
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break;
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case HandLocation.Right:
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texture = "/Textures/Interface/Nano/item_status_left.svg.96dpi.png";
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margin = StyleBox.Margin.Right | StyleBox.Margin.Top;
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(location), location, null);
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}
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return new ItemStatusPanel(ResC.GetTexture(texture), margin);
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}
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public void Update(IEntity? entity)
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{
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if (entity == null)
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{
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ClearOldStatus();
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_entity = null;
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_panel.Visible = false;
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return;
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}
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if (entity != _entity)
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{
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_entity = entity;
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BuildNewEntityStatus();
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}
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_panel.Visible = true;
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_itemNameLabel.Text = entity.Name;
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}
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private void ClearOldStatus()
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{
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_statusContents.RemoveAllChildren();
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foreach (var (itemStatus, control) in _activeStatusComponents)
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{
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itemStatus.DestroyControl(control);
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}
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_activeStatusComponents.Clear();
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}
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private void BuildNewEntityStatus()
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{
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DebugTools.AssertNotNull(_entity);
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ClearOldStatus();
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foreach (var statusComponent in _entity!.GetAllComponents<IItemStatus>())
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{
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var control = statusComponent.MakeControl();
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_statusContents.AddChild(control);
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_activeStatusComponents.Add((statusComponent, control));
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}
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}
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// TODO: Depending on if its a two-hand panel or not
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protected override Vector2 CalculateMinimumSize()
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{
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return Vector2.ComponentMax(base.CalculateMinimumSize(), (150, 0));
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}
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}
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}
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