Files
tbd-station-14/Content.Client/UserInterface/ItemStatusPanel.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* 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
2020-07-25 15:11:16 +02:00

158 lines
5.2 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Client.GameObjects.Components;
using Content.Client.UserInterface.Stylesheets;
using Content.Client.Utility;
using Content.Shared.GameObjects.Components.Items;
using Robust.Client.Graphics;
using Robust.Client.Graphics.Drawing;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Client.StaticIoC;
namespace Content.Client.UserInterface
{
public class ItemStatusPanel : Control
{
[ViewVariables]
private readonly List<(IItemStatus, Control)> _activeStatusComponents = new List<(IItemStatus, Control)>();
[ViewVariables]
private readonly Label _itemNameLabel;
[ViewVariables]
private readonly VBoxContainer _statusContents;
[ViewVariables]
private readonly PanelContainer _panel;
[ViewVariables]
private IEntity? _entity;
public ItemStatusPanel(Texture texture, StyleBox.Margin margin)
{
var panel = new StyleBoxTexture
{
Texture = texture
};
panel.SetContentMarginOverride(StyleBox.Margin.Vertical, 4);
panel.SetContentMarginOverride(StyleBox.Margin.Horizontal, 6);
panel.SetPatchMargin(margin, 13);
AddChild(_panel = new PanelContainer
{
PanelOverride = panel,
ModulateSelfOverride = Color.White.WithAlpha(0.9f),
Children =
{
new VBoxContainer
{
SeparationOverride = 0,
Children =
{
(_statusContents = new VBoxContainer()),
(_itemNameLabel = new Label
{
ClipText = true,
StyleClasses = {StyleNano.StyleClassItemStatus}
})
}
}
}
});
SizeFlagsVertical = SizeFlags.ShrinkEnd;
}
/// <summary>
/// Creates a new instance of <see cref="ItemStatusPanel"/>
/// based on whether or not it is being created for the right
/// or left hand.
/// </summary>
/// <param name="location">
/// The location of the hand that this panel is for
/// </param>
/// <returns>the new <see cref="ItemStatusPanel"/> instance</returns>
public static ItemStatusPanel FromSide(HandLocation location)
{
string texture;
StyleBox.Margin margin;
switch (location)
{
case HandLocation.Left:
texture = "/Textures/Interface/Nano/item_status_right.svg.96dpi.png";
margin = StyleBox.Margin.Left | StyleBox.Margin.Top;
break;
case HandLocation.Middle:
texture = "/Textures/Interface/Nano/item_status_left.svg.96dpi.png";
margin = StyleBox.Margin.Right | StyleBox.Margin.Top;
break;
case HandLocation.Right:
texture = "/Textures/Interface/Nano/item_status_left.svg.96dpi.png";
margin = StyleBox.Margin.Right | StyleBox.Margin.Top;
break;
default:
throw new ArgumentOutOfRangeException(nameof(location), location, null);
}
return new ItemStatusPanel(ResC.GetTexture(texture), margin);
}
public void Update(IEntity? entity)
{
if (entity == null)
{
ClearOldStatus();
_entity = null;
_panel.Visible = false;
return;
}
if (entity != _entity)
{
_entity = entity;
BuildNewEntityStatus();
}
_panel.Visible = true;
_itemNameLabel.Text = entity.Name;
}
private void ClearOldStatus()
{
_statusContents.RemoveAllChildren();
foreach (var (itemStatus, control) in _activeStatusComponents)
{
itemStatus.DestroyControl(control);
}
_activeStatusComponents.Clear();
}
private void BuildNewEntityStatus()
{
DebugTools.AssertNotNull(_entity);
ClearOldStatus();
foreach (var statusComponent in _entity!.GetAllComponents<IItemStatus>())
{
var control = statusComponent.MakeControl();
_statusContents.AddChild(control);
_activeStatusComponents.Add((statusComponent, control));
}
}
// TODO: Depending on if its a two-hand panel or not
protected override Vector2 CalculateMinimumSize()
{
return Vector2.ComponentMax(base.CalculateMinimumSize(), (150, 0));
}
}
}