Files
tbd-station-14/Content.Client/UserInterface/ItemSlotButton.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

85 lines
2.5 KiB
C#

using System;
using Content.Shared.GameObjects.Components.Items;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Input;
using Robust.Shared.Maths;
namespace Content.Client.UserInterface
{
public class ItemSlotButton : MarginContainer
{
public TextureRect Button { get; }
public SpriteView SpriteView { get; }
public BaseButton StorageButton { get; }
public CooldownGraphic CooldownDisplay { get; }
public Action<GUIBoundKeyEventArgs> OnPressed { get; set; }
public Action<GUIBoundKeyEventArgs> OnStoragePressed { get; set; }
public ItemSlotButton(Texture texture, Texture storageTexture)
{
CustomMinimumSize = (64, 64);
AddChild(Button = new TextureRect
{
Texture = texture,
TextureScale = (2, 2),
MouseFilter = MouseFilterMode.Stop
});
Button.OnKeyBindDown += OnButtonPressed;
AddChild(SpriteView = new SpriteView
{
Scale = (2, 2),
OverrideDirection = Direction.South
});
AddChild(StorageButton = new TextureButton
{
TextureNormal = storageTexture,
Scale = (0.75f, 0.75f),
SizeFlagsHorizontal = SizeFlags.ShrinkEnd,
SizeFlagsVertical = SizeFlags.ShrinkEnd,
Visible = false,
});
StorageButton.OnKeyBindDown += args =>
{
if (args.Function != EngineKeyFunctions.UIClick)
{
OnButtonPressed(args);
}
};
StorageButton.OnPressed += OnStorageButtonPressed;
AddChild(CooldownDisplay = new CooldownGraphic
{
SizeFlagsHorizontal = SizeFlags.Fill,
SizeFlagsVertical = SizeFlags.Fill,
Visible = false,
});
}
private void OnButtonPressed(GUIBoundKeyEventArgs args)
{
OnPressed?.Invoke(args);
}
private void OnStorageButtonPressed(BaseButton.ButtonEventArgs args)
{
if (args.Event.Function == EngineKeyFunctions.UIClick)
{
OnStoragePressed?.Invoke(args.Event);
}
else
{
OnPressed?.Invoke(args.Event);
}
}
}
}