* initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
130 lines
4.6 KiB
C#
130 lines
4.6 KiB
C#
using System.Globalization;
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using Content.Client.UserInterface.Controls;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Timing;
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namespace Content.Client.Atmos.UI;
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/// <summary>
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/// Client-side UI for controlling a pressure regulator.
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/// </summary>
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[GenerateTypedNameReferences]
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public sealed partial class GasPressureRegulatorWindow : FancyWindow
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{
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private float _flowRate;
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public GasPressureRegulatorWindow()
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{
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RobustXamlLoader.Load(this);
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ThresholdInput.OnTextChanged += _ => SetThresholdButton.Disabled = false;
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SetThresholdButton.OnPressed += _ =>
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{
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ThresholdPressureChanged?.Invoke(ThresholdInput.Text ??= "");
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SetThresholdButton.Disabled = true;
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};
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SetToCurrentPressureButton.OnPressed += _ =>
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{
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if (InletPressureLabel.Text != null)
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{
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ThresholdInput.Text = InletPressureLabel.Text;
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}
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SetThresholdButton.Disabled = false;
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};
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ZeroThresholdButton.OnPressed += _ =>
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{
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ThresholdInput.Text = "0";
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SetThresholdButton.Disabled = false;
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};
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Add1000Button.OnPressed += _ => AdjustThreshold(1000);
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Add100Button.OnPressed += _ => AdjustThreshold(100);
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Add10Button.OnPressed += _ => AdjustThreshold(10);
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Subtract10Button.OnPressed += _ => AdjustThreshold(-10);
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Subtract100Button.OnPressed += _ => AdjustThreshold(-100);
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Subtract1000Button.OnPressed += _ => AdjustThreshold(-1000);
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return;
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void AdjustThreshold(float adjustment)
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{
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if (float.TryParse(ThresholdInput.Text, out var currentValue))
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{
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ThresholdInput.Text = (currentValue + adjustment).ToString(CultureInfo.CurrentCulture);
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SetThresholdButton.Disabled = false;
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}
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}
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}
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public event Action<string>? ThresholdPressureChanged;
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/// <summary>
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/// Sets the current threshold pressure label. This is not setting the threshold input box.
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/// </summary>
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/// <param name="threshold"> Threshold to set.</param>
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public void SetThresholdPressureLabel(float threshold)
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{
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TargetPressureLabel.Text = threshold.ToString(CultureInfo.CurrentCulture);
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}
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/// <summary>
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/// Sets the threshold pressure input field with the given value.
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/// When the client opens the UI the field will be autofilled with the current threshold pressure.
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/// </summary>
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/// <param name="input">The threshold pressure value to autofill into the input field.</param>
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public void SetThresholdPressureInput(float input)
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{
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ThresholdInput.Text = input.ToString(CultureInfo.CurrentCulture);
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}
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/// <summary>
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/// Sets the entity to be visible in the UI.
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/// </summary>
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/// <param name="entity"></param>
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public void SetEntity(EntityUid entity)
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{
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EntityView.SetEntity(entity);
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}
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/// <summary>
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/// Updates the UI for the labels.
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/// </summary>
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/// <param name="inletPressure">The current pressure at the valve's inlet.</param>
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/// <param name="outletPressure">The current pressure at the valve's outlet.</param>
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/// <param name="flowRate">The current flow rate through the valve.</param>
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public void UpdateInfo(float inletPressure, float outletPressure, float flowRate)
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{
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if (float.TryParse(TargetPressureLabel.Text, out var parsedfloat))
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ToTargetBar.Value = inletPressure / parsedfloat;
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InletPressureLabel.Text = float.Round(inletPressure).ToString(CultureInfo.CurrentCulture);
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OutletPressureLabel.Text = float.Round(outletPressure).ToString(CultureInfo.CurrentCulture);
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CurrentFlowLabel.Text = float.IsNaN(flowRate) ? "0" : flowRate.ToString(CultureInfo.CurrentCulture);
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_flowRate = flowRate;
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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// Defines the flow rate at which the progress bar fills in one second.
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// If the flow rate is >50 L/s, the bar will take <1 second to fill.
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// If the flow rate is <50 L/s, the bar will take >1 second to fill.
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const int barFillPerSecond = 50;
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var maxValue = FlowRateBar.MaxValue;
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// Increment the progress bar value based on elapsed time
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FlowRateBar.Value += (_flowRate / barFillPerSecond) * args.DeltaSeconds;
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// Reset the progress bar when it is fully filled
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if (FlowRateBar.Value >= maxValue)
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{
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FlowRateBar.Value = 0f;
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}
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}
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}
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