Files
tbd-station-14/Content.Client/GameObjects/Components/Actor/CharacterInterface.cs
DrSmugleaf 4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00

150 lines
4.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.UserInterface;
using Content.Shared.Input;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.Input;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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>
[RegisterComponent]
public class CharacterInterface : Component
{
public override string Name => "Character Interface Component";
[Dependency]
#pragma warning disable 649
private readonly IGameHud _gameHud;
#pragma warning restore 649
/// <summary>
/// Window to hold each of the character interfaces
/// </summary>
/// <remarks>
/// Null if it would otherwise be empty.
/// </remarks>
public SS14Window Window { get; private set; }
private List<ICharacterUI> _uiComponents;
/// <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
_uiComponents = Owner.GetAllComponents<ICharacterUI>().ToList();
if (_uiComponents.Count == 0)
{
return;
}
Window = new CharacterWindow(_uiComponents);
Window.OnClose += () => _gameHud.CharacterButtonDown = false;
}
/// <summary>
/// Dispose of window and the keypress binding
/// </summary>
public override void OnRemove()
{
base.OnRemove();
foreach (var component in _uiComponents)
{
// Make sure these don't get deleted when the window is disposed.
component.Scene.Orphan();
}
_uiComponents = null;
Window?.Close();
Window = null;
var inputMgr = IoCManager.Resolve<IInputManager>();
inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, null);
}
public override void HandleMessage(ComponentMessage message, IComponent component)
{
base.HandleMessage(message, component);
switch (message)
{
case PlayerAttachedMsg _:
if (Window != null)
{
_gameHud.CharacterButtonVisible = true;
_gameHud.CharacterButtonToggled = b =>
{
if (b)
{
Window.Open();
}
else
{
Window.Close();
}
};
}
break;
case PlayerDetachedMsg _:
if (Window != null)
{
_gameHud.CharacterButtonVisible = false;
Window.Close();
}
break;
}
}
/// <summary>
/// A window that collects and shows all the individual character user interfaces
/// </summary>
public class CharacterWindow : SS14Window
{
private readonly VBoxContainer _contentsVBox;
public CharacterWindow(List<ICharacterUI> windowComponents)
{
Title = "Character";
_contentsVBox = new VBoxContainer();
Contents.AddChild(_contentsVBox);
windowComponents.Sort((a, b) => ((int) a.Priority).CompareTo((int) b.Priority));
foreach (var element in windowComponents)
{
_contentsVBox.AddChild(element.Scene);
}
}
}
}
/// <summary>
/// Determines ordering of the character user interface, small values come sooner
/// </summary>
public enum UIPriority
{
First = 0,
Info = 5,
Species = 100,
Last = 99999
}
}