Files
tbd-station-14/Content.Client/GameObjects/Components/Power/SolarControlConsoleBoundUserInterface.cs

231 lines
8.8 KiB
C#

using System;
using Content.Shared.GameObjects.Components.Power;
using JetBrains.Annotations;
using Robust.Client.GameObjects.Components.UserInterface;
using Robust.Client.Graphics.Drawing;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects.Components.UserInterface;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components.Power
{
[UsedImplicitly]
public class SolarControlConsoleBoundUserInterface : BoundUserInterface
{
[Dependency] private readonly IGameTiming _gameTiming = default;
private SolarControlWindow _window;
private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
protected override void Open()
{
base.Open();
_window = new SolarControlWindow(_gameTiming);
_window.OnClose += Close;
_window.PanelRotation.OnTextEntered += (text) => {
double value;
if (double.TryParse(text.Text, out value))
{
SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
msg.Rotation = Angle.FromDegrees(value);
msg.AngularVelocity = _lastState.AngularVelocity;
SendMessage(msg);
}
};
_window.PanelVelocity.OnTextEntered += (text) => {
double value;
if (double.TryParse(text.Text, out value))
{
SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
msg.Rotation = _lastState.Rotation;
msg.AngularVelocity = Angle.FromDegrees(value / 60);
SendMessage(msg);
}
};
_window.OpenCentered();
}
public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
{
}
private string FormatAngle(Angle d)
{
return d.Degrees.ToString("F1");
}
// The idea behind this is to prevent every update from the server
// breaking the textfield.
private void UpdateField(LineEdit field, string newValue)
{
if (!field.HasKeyboardFocus())
{
field.Text = newValue;
}
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
SolarControlConsoleBoundInterfaceState scc = (SolarControlConsoleBoundInterfaceState) state;
_lastState = scc;
_window.NotARadar.UpdateState(scc);
_window.OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
_window.SunAngle.Text = FormatAngle(scc.TowardsSun);
UpdateField(_window.PanelRotation, FormatAngle(scc.Rotation));
UpdateField(_window.PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window.Dispose();
}
}
private sealed class SolarControlWindow : SS14Window
{
public readonly Label OutputPower;
public readonly Label SunAngle;
public readonly SolarControlNotARadar NotARadar;
public readonly LineEdit PanelRotation;
public readonly LineEdit PanelVelocity;
public SolarControlWindow(IGameTiming igt)
{
Title = "Solar Control Window";
var rows = new GridContainer();
rows.Columns = 2;
// little secret: the reason I put the values
// in the first column is because otherwise the UI
// layouter autoresizes the window to be too small
rows.AddChild(new Label {Text = "Output Power:"});
rows.AddChild(new Label {Text = ""});
rows.AddChild(OutputPower = new Label {Text = "?"});
rows.AddChild(new Label {Text = "W"});
rows.AddChild(new Label {Text = "Sun Angle:"});
rows.AddChild(new Label {Text = ""});
rows.AddChild(SunAngle = new Label {Text = "?"});
rows.AddChild(new Label {Text = "°"});
rows.AddChild(new Label {Text = "Panel Angle:"});
rows.AddChild(new Label {Text = ""});
rows.AddChild(PanelRotation = new LineEdit());
rows.AddChild(new Label {Text = "°"});
rows.AddChild(new Label {Text = "Panel Angular Velocity:"});
rows.AddChild(new Label {Text = ""});
rows.AddChild(PanelVelocity = new LineEdit());
rows.AddChild(new Label {Text = "°/min."});
rows.AddChild(new Label {Text = "Press Enter to confirm."});
rows.AddChild(new Label {Text = ""});
PanelRotation.SizeFlagsHorizontal = SizeFlags.FillExpand;
PanelVelocity.SizeFlagsHorizontal = SizeFlags.FillExpand;
rows.SizeFlagsHorizontal = SizeFlags.Fill;
rows.SizeFlagsVertical = SizeFlags.Fill;
NotARadar = new SolarControlNotARadar(igt);
var outerColumns = new HBoxContainer();
outerColumns.AddChild(rows);
outerColumns.AddChild(NotARadar);
outerColumns.SizeFlagsHorizontal = SizeFlags.Fill;
outerColumns.SizeFlagsVertical = SizeFlags.Fill;
Contents.AddChild(outerColumns);
Resizable = false;
}
}
private sealed class SolarControlNotARadar : Control
{
// IoC doesn't apply here, so it's propagated from the parent class.
// This is used for client-side prediction of the panel rotation.
// This makes the display feel a lot smoother.
private IGameTiming _gameTiming;
private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
private TimeSpan _lastStateTime = TimeSpan.Zero;
public const int SizeFull = 290;
public const int RadiusCircle = 140;
public SolarControlNotARadar(IGameTiming igt)
{
_gameTiming = igt;
}
public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
{
_lastState = ls;
_lastStateTime = _gameTiming.CurTime;
}
protected override Vector2 CalculateMinimumSize()
{
return (SizeFull, SizeFull);
}
protected override void Draw(DrawingHandleScreen handle)
{
int point = SizeFull / 2;
Color fakeAA = new Color(0.08f, 0.08f, 0.08f);
Color gridLines = new Color(0.08f, 0.08f, 0.08f);
int panelExtentCutback = 4;
int gridLinesRadial = 8;
int gridLinesEquatorial = 8;
// Draw base
handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
handle.DrawCircle((point, point), RadiusCircle, Color.Black);
// Draw grid lines
for (int i = 0; i < gridLinesEquatorial; i++)
{
handle.DrawCircle((point, point), (RadiusCircle / gridLinesEquatorial) * i, gridLines, false);
}
for (int i = 0; i < gridLinesRadial; i++)
{
Angle angle = (Math.PI / gridLinesRadial) * i;
Vector2 aExtent = angle.ToVec() * RadiusCircle;
handle.DrawLine((point, point) - aExtent, (point, point) + aExtent, gridLines);
}
// The rotations need to be adjusted because Y is inverted in Robust (like BYOND)
Vector2 rotMul = (1, -1);
Angle predictedPanelRotation = _lastState.Rotation + (_lastState.AngularVelocity * ((_gameTiming.CurTime - _lastStateTime).TotalSeconds));
Vector2 extent = predictedPanelRotation.ToVec() * rotMul * RadiusCircle;
Vector2 extentOrtho = (extent.Y, -extent.X);
handle.DrawLine((point, point) - extentOrtho, (point, point) + extentOrtho, Color.White);
handle.DrawLine((point, point) + (extent / panelExtentCutback), (point, point) + extent - (extent / panelExtentCutback), Color.DarkGray);
Vector2 sunExtent = _lastState.TowardsSun.ToVec() * rotMul * RadiusCircle;
handle.DrawLine((point, point) + sunExtent, (point, point), Color.Yellow);
}
}
}
}