* Add EscapeContext Escape context input closes windows if there are any open. If there are not any windows it opens the game menu. * Add fluent for Escape Context * Move EngineContext keybind to content * Readd WindowCloseAll * Fix EscapeContext not opening the game menu after using WindowCloseAll WindowCloseAll does not clear the CloseRecentWindowUIController.recentlyInteractedWindows, which caused HasClosableWindow to return true because the list still had items. Changed HasClosableWindow to check if windows in the list are still open and clear them if they aren't. * Clean up EscapeContextUIController
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using Content.Client.UserInterface.Systems.Info;
|
|
using Content.Shared.Input;
|
|
using JetBrains.Annotations;
|
|
using Robust.Client.Input;
|
|
using Robust.Client.UserInterface;
|
|
using Robust.Client.UserInterface.Controllers;
|
|
using Robust.Shared.Input;
|
|
using Robust.Shared.Input.Binding;
|
|
|
|
namespace Content.Client.UserInterface.Systems.EscapeMenu;
|
|
|
|
[UsedImplicitly]
|
|
public sealed class EscapeContextUIController : UIController
|
|
{
|
|
[Dependency] private readonly IInputManager _inputManager = default!;
|
|
|
|
[Dependency] private readonly CloseRecentWindowUIController _closeRecentWindowUIController = default!;
|
|
[Dependency] private readonly EscapeUIController _escapeUIController = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
_inputManager.SetInputCommand(ContentKeyFunctions.EscapeContext,
|
|
InputCmdHandler.FromDelegate(_ => CloseWindowOrOpenGameMenu()));
|
|
}
|
|
|
|
private void CloseWindowOrOpenGameMenu()
|
|
{
|
|
if (_closeRecentWindowUIController.HasClosableWindow())
|
|
{
|
|
_closeRecentWindowUIController.CloseMostRecentWindow();
|
|
}
|
|
else
|
|
{
|
|
_escapeUIController.ToggleWindow();
|
|
}
|
|
}
|
|
}
|