Files
tbd-station-14/Content.Client/Lobby/UI/CharacterSetupGui.xaml.cs
metalgearsloth 332f54a3ae Lobby refactor + species loadouts support (#27576)
* Vox stuff

* Species loadouts and lobby refactor

The control flow for lobby is all over the shop so I pulled it all up from the individual controls so now they handle the bare minimum required and LobbyUIController handles the rest.

* a

* Bulk changes

* a

* weh

* Character import / export

* finalise

* woops this stuff too

* Also datafield exporting

* comments

* Review
2024-05-12 09:18:21 +10:00

119 lines
4.1 KiB
C#

using Content.Client.Info;
using Content.Client.Info.PlaytimeStats;
using Content.Client.Resources;
using Content.Shared.Preferences;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
namespace Content.Client.Lobby.UI
{
/// <summary>
/// Holds the entire character setup GUI, from character picks to individual character editing.
/// </summary>
[GenerateTypedNameReferences]
public sealed partial class CharacterSetupGui : Control
{
private readonly IClientPreferencesManager _preferencesManager;
private readonly IEntityManager _entManager;
private readonly IPrototypeManager _protomanager;
private readonly Button _createNewCharacterButton;
public event Action<int>? SelectCharacter;
public event Action<int>? DeleteCharacter;
public CharacterSetupGui(
IEntityManager entManager,
IPrototypeManager protoManager,
IResourceCache resourceCache,
IClientPreferencesManager preferencesManager,
HumanoidProfileEditor profileEditor)
{
RobustXamlLoader.Load(this);
_preferencesManager = preferencesManager;
_entManager = entManager;
_protomanager = protoManager;
var panelTex = resourceCache.GetTexture("/Textures/Interface/Nano/button.svg.96dpi.png");
var back = new StyleBoxTexture
{
Texture = panelTex,
Modulate = new Color(37, 37, 42)
};
back.SetPatchMargin(StyleBox.Margin.All, 10);
BackgroundPanel.PanelOverride = back;
_createNewCharacterButton = new Button
{
Text = Loc.GetString("character-setup-gui-create-new-character-button"),
};
_createNewCharacterButton.OnPressed += args =>
{
preferencesManager.CreateCharacter(HumanoidCharacterProfile.Random());
ReloadCharacterPickers();
args.Event.Handle();
};
CharEditor.AddChild(profileEditor);
RulesButton.OnPressed += _ => new RulesAndInfoWindow().Open();
StatsButton.OnPressed += _ => new PlaytimeStatsWindow().OpenCentered();
}
/// <summary>
/// Disposes and reloads all character picker buttons from the preferences data.
/// </summary>
public void ReloadCharacterPickers()
{
_createNewCharacterButton.Orphan();
Characters.DisposeAllChildren();
var numberOfFullSlots = 0;
var characterButtonsGroup = new ButtonGroup();
if (!_preferencesManager.ServerDataLoaded)
{
return;
}
_createNewCharacterButton.ToolTip =
Loc.GetString("character-setup-gui-create-new-character-button-tooltip",
("maxCharacters", _preferencesManager.Settings!.MaxCharacterSlots));
var selectedSlot = _preferencesManager.Preferences?.SelectedCharacterIndex;
foreach (var (slot, character) in _preferencesManager.Preferences!.Characters)
{
numberOfFullSlots++;
var characterPickerButton = new CharacterPickerButton(_entManager,
_protomanager,
characterButtonsGroup,
character,
slot == selectedSlot);
Characters.AddChild(characterPickerButton);
characterPickerButton.OnPressed += args =>
{
SelectCharacter?.Invoke(slot);
};
characterPickerButton.OnDeletePressed += () =>
{
DeleteCharacter?.Invoke(slot);
};
}
_createNewCharacterButton.Disabled = numberOfFullSlots >= _preferencesManager.Settings.MaxCharacterSlots;
Characters.AddChild(_createNewCharacterButton);
}
}
}