* it works! kinda * so it works now * minor cleanup * central button now is useful too * more cleanup * minor cleanup * more cleanup * refactor: migrated code from toolbox (as it was rejected as too specific) * feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame * refactor: major reworks! * renamed DrawBagleSector to DrawAnnulusSector * Remove strange indexing * Regularize math * refactor: re-orienting segment elements to be Y-mirrored * refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button * refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius. * refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters * refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly * fix: enabled any functional keys pressed when pushing radial menu buttons * fix: radial menu sector now scales with UIScale * fix: accept only one event when clicking on radial menu ContextualButton * fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always * feat: simple radial menu prototype for easier creation * refactor: cleanup, restored emote filtering, button models now have class hierarchy * refactor: remove usage of closure from 'outside code' * refactor: remove non existing type from UiControlTest * refactor: remove unused using * refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu * refactor: whitespaces * refactor: subscribe for dispose on existing radial menus * feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu * fix: AI door menu now can be closed by verb if it gets unpowered * refactor: simplify hiding border, extended xml-doc for simple radial menu settings * refactor: remove linq * fix: fix AI radial action serialization using invalid type * refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact * refactor: whitespaces, changed list to array in simple radial button preparing methods --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
192 lines
6.0 KiB
C#
192 lines
6.0 KiB
C#
using Content.Client.Gameplay;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Chat;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Input;
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using Content.Shared.Speech;
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using Content.Shared.Whitelist;
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using JetBrains.Annotations;
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using Robust.Client.Player;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.UserInterface.Systems.Emotes;
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[UsedImplicitly]
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public sealed class EmotesUIController : UIController, IOnStateChanged<GameplayState>
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private MenuButton? EmotesButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.EmotesButton;
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private SimpleRadialMenu? _menu;
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private static readonly Dictionary<EmoteCategory, (string Tooltip, SpriteSpecifier Sprite)> EmoteGroupingInfo
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= new Dictionary<EmoteCategory, (string Tooltip, SpriteSpecifier Sprite)>
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{
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[EmoteCategory.General] = ("emote-menu-category-general", new SpriteSpecifier.Texture(new ResPath("/Textures/Clothing/Head/Soft/mimesoft.rsi/icon.png"))),
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[EmoteCategory.Hands] = ("emote-menu-category-hands", new SpriteSpecifier.Texture(new ResPath("/Textures/Clothing/Hands/Gloves/latex.rsi/icon.png"))),
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[EmoteCategory.Vocal] = ("emote-menu-category-vocal", new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/Emotes/vocal.png"))),
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};
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public void OnStateEntered(GameplayState state)
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{
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenEmotesMenu,
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InputCmdHandler.FromDelegate(_ => ToggleEmotesMenu(false)))
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.Register<EmotesUIController>();
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}
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public void OnStateExited(GameplayState state)
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{
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CommandBinds.Unregister<EmotesUIController>();
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}
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private void ToggleEmotesMenu(bool centered)
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{
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if (_menu == null)
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{
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// setup window
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var prototypes = _prototypeManager.EnumeratePrototypes<EmotePrototype>();
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var models = ConvertToButtons(prototypes);
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_menu = new SimpleRadialMenu();
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_menu.SetButtons(models);
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_menu.Open();
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_menu.OnClose += OnWindowClosed;
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_menu.OnOpen += OnWindowOpen;
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if (EmotesButton != null)
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EmotesButton.SetClickPressed(true);
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if (centered)
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{
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_menu.OpenCentered();
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}
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else
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{
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_menu.OpenOverMouseScreenPosition();
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}
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}
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else
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{
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_menu.OnClose -= OnWindowClosed;
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_menu.OnOpen -= OnWindowOpen;
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if (EmotesButton != null)
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EmotesButton.SetClickPressed(false);
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CloseMenu();
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}
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}
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public void UnloadButton()
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{
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if (EmotesButton == null)
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return;
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EmotesButton.OnPressed -= ActionButtonPressed;
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}
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public void LoadButton()
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{
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if (EmotesButton == null)
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return;
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EmotesButton.OnPressed += ActionButtonPressed;
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}
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private void ActionButtonPressed(BaseButton.ButtonEventArgs args)
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{
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ToggleEmotesMenu(true);
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}
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private void OnWindowClosed()
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{
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if (EmotesButton != null)
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EmotesButton.Pressed = false;
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CloseMenu();
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}
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private void OnWindowOpen()
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{
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if (EmotesButton != null)
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EmotesButton.Pressed = true;
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}
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private void CloseMenu()
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{
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if (_menu == null)
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return;
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_menu.Dispose();
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_menu = null;
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}
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private IEnumerable<RadialMenuOption> ConvertToButtons(IEnumerable<EmotePrototype> emotePrototypes)
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{
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var whitelistSystem = EntitySystemManager.GetEntitySystem<EntityWhitelistSystem>();
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var player = _playerManager.LocalSession?.AttachedEntity;
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Dictionary<EmoteCategory, List<RadialMenuOption>> emotesByCategory = new();
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foreach (var emote in emotePrototypes)
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{
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if(emote.Category == EmoteCategory.Invalid)
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continue;
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// only valid emotes that have ways to be triggered by chat and player have access / no restriction on
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if (emote.Category == EmoteCategory.Invalid
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|| emote.ChatTriggers.Count == 0
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|| !(player.HasValue && whitelistSystem.IsWhitelistPassOrNull(emote.Whitelist, player.Value))
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|| whitelistSystem.IsBlacklistPass(emote.Blacklist, player.Value))
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continue;
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if (!emote.Available
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&& EntityManager.TryGetComponent<SpeechComponent>(player.Value, out var speech)
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&& !speech.AllowedEmotes.Contains(emote.ID))
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continue;
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if (!emotesByCategory.TryGetValue(emote.Category, out var list))
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{
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list = new List<RadialMenuOption>();
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emotesByCategory.Add(emote.Category, list);
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}
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var actionOption = new RadialMenuActionOption<EmotePrototype>(HandleRadialButtonClick, emote)
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{
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Sprite = emote.Icon,
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ToolTip = Loc.GetString(emote.Name)
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};
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list.Add(actionOption);
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}
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var models = new RadialMenuOption[emotesByCategory.Count];
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var i = 0;
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foreach (var (key, list) in emotesByCategory)
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{
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var tuple = EmoteGroupingInfo[key];
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models[i] = new RadialMenuNestedLayerOption(list)
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{
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Sprite = tuple.Sprite,
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ToolTip = Loc.GetString(tuple.Tooltip)
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};
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i++;
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}
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return models;
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}
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private void HandleRadialButtonClick(EmotePrototype prototype)
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{
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_entityManager.RaisePredictiveEvent(new PlayEmoteMessage(prototype.ID));
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}
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}
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