Files
tbd-station-14/Content.Client/GameObjects/Components/Actor/CharacterInterface.cs
Pieter-Jan Briers 1fa63179d1 Fix character UI being broken.
Also transition everything away from tscn files.
2019-05-05 23:14:40 +02:00

116 lines
3.7 KiB
C#

using Content.Client.GameObjects.Components.Mobs;
using Content.Shared.Input;
using Robust.Client.Interfaces.Input;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Utility;
using System.Collections.Generic;
using System.Linq;
using Robust.Client.Interfaces.Graphics;
using Robust.Client.UserInterface.Controls;
namespace Content.Client.GameObjects.Components.Actor
{
/// <summary>
/// A semi-abstract component which gets added to entities upon attachment and collects all character
/// user interfaces into a single window and keybind for the user
/// </summary>
public class CharacterInterface : Component
{
public override string Name => "Character Interface Component";
/// <summary>
/// Stored keybind to open the menu on keypress
/// </summary>
private InputCmdHandler _openMenuCmdHandler;
/// <summary>
/// Window to hold each of the character interfaces
/// </summary>
private SS14Window _window;
/// <summary>
/// Create the window with all character UIs and bind it to a keypress
/// </summary>
public override void Initialize()
{
base.Initialize();
//Use all the character ui interfaced components to create the character window
var UIcomponents = Owner.GetAllComponents<ICharacterUI>();
_window = new CharacterWindow(UIcomponents);
_window.AddToScreen();
//Toggle window visible/invisible on keypress
_openMenuCmdHandler = InputCmdHandler.FromDelegate(session => {
if (_window.Visible)
{
_window.Close();
}
else
{
_window.Open();
}
});
//Set keybind to open character menu
var inputMgr = IoCManager.Resolve<IInputManager>();
inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, _openMenuCmdHandler);
}
/// <summary>
/// Dispose of window and the keypress binding
/// </summary>
public override void OnRemove()
{
base.OnRemove();
_window.Dispose();
_window = null;
var inputMgr = IoCManager.Resolve<IInputManager>();
inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, null);
}
/// <summary>
/// A window that collects and shows all the individual character user interfaces
/// </summary>
public class CharacterWindow : SS14Window
{
private readonly VBoxContainer _contentsVBox;
public CharacterWindow(IEnumerable<ICharacterUI> windowComponents) : base(IoCManager.Resolve<IDisplayManager>())
{
Title = "Character";
HideOnClose = true;
Visible = false;
_contentsVBox = new VBoxContainer();
Contents.AddChild(_contentsVBox);
// TODO: sort window components by priority of window component
foreach (var element in windowComponents.OrderBy(x => x.Priority))
{
_contentsVBox.AddChild(element.Scene);
}
Size = CombinedMinimumSize;
}
}
}
/// <summary>
/// Determines ordering of the character user interface, small values come sooner
/// </summary>
public enum UIPriority
{
First = 0,
Species = 100,
Inventory = 200,
Last = 99999
}
}