Files
tbd-station-14/Content.Client/Inventory/StrippableBoundUserInterface.cs
Brandon Li 545cacbcae StyleNano removal: Palette system and Sheetlets (#29903)
* Apply patch 1777eea9a4..6b32bb2b14

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* make red squiggly line go away

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* Add todo list

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* Add palette to `TextureButton`

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* Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet`

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* migrate `ContextMenu` styles

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* Update todo

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* tweak NT colors

* New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet`

* Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons`

* move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* tweak color & update todo

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* chat is this real (update chat palette)

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* Update todo

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* `SmallButton` and remove some obsolete things from `StyleNano`

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* rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead

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* replace `ButtonColorGreen` with `Positive`

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* `Placeholder`

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* Examine popup buttons

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* move over more things & cleanup `StyleNano` more (under 1000 lines!!!!)

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* Remove some more redundant stuff

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* Undo style change for chat window

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* paper editing works now

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* `OptionButton` styles

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* `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup

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* fix `ActionButton` not having highlighting

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* remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format

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* `ButtonBig` and more cleanup

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* Move items inheriting from `ISheetletConfig` into their own directory

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* Cleanup & move `Label` styles

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* Action search box styles

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* Moved, stuff is

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* rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!)

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* yap & move over MORE stuff (just like one thing left!!!)

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* Change status classes to appropriate existing classes

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* remove remaining references to `StyleNano`

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* Fix some hardcoding & broken code, `GetFromControl`

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* Scrollbars!

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* chores

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* clean up `StyleClass.cs`

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* `ItemListSheetlet` refactor

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* more chores!

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* Consistency w/ directory structure

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* Move `MainMenuSheetlet`

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* `ColorPalette`

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* whoopsie

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* Remove most sheet-specific sheetlets

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* fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys)

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* yap

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* MASSIVE resharper skill issue

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* actually use `ISheetletConfig`

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* have specific sheetlet be specific

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* `GetResourceOr`

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* cleanup & move / remove `IPalette`s

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* actually do specific stylesheets correctly & fix tooltips

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* cleanup & logging

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* Move `FontKind` and `FontKindExtensions` to their own files

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* rename `InterfaceStylesheet` to `SystemStylesheet`

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* change `ButtonHovered` etc to `PseudoHovered` etc

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* give the palettes fun names

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* `StyleSpace` is no more

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* It should compile now! I am now going to bed (fr) if it fails it fails

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* make squiggly red line go away

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* add additional type restrictions to sheetlets

* `CommonStylesheet`

* minor cleanup

* Make `GetSheetletRules` not horrible

* wait this was duplicating style rules. oops!

* move some sheetlets to their associated xamls

* oh wait apparently that was important

* review pass 1

* review pass 2 (font & color stuff)

* review pass 3: remove unused stuff / filename fix

* fix warnings & "replace cast with explicit variable type"

* move `Palette` stuff to its own directory

* tweak colors (they're different now that I actually fixed the OKlab thing)

* review pass 4: little things

* make window close button grey before hovering

* refactor `HLine` to make it less terrible and allow it to be styled

* fix `NanoHeading` (it's been broken for a while whoops) and cleanup hardcoding

* band-aid missing references in `StyleNano`

* move `StyleBox` generating functions out of `IButtonSheetlet` into `StyleBoxHelper`

* remove dictionary field from `IStylesheetManager`

* Add check for unloaded sheetlets

* style tweaks to satisfy OCD

* I somehow missed this: `Caution` styleclass replaced with `negative`, refactor `PowerChargeWindow`

* tweak palettes for like the fourth time

* construct `StyleNano` / `StyleSpace` in `StylesheetManager` and mark them as obsolete

* rename `BackgroundPanel` classes for consistency

* tweak window / `ListContainer`

* oh right you use `///` not `/**`

* font system is bad, make it temporary

* acknowledge Divider funkyness

* remove use of class `Disabled`

* `ColorPalette` allow overriding colors with brace initialization

* review pass again

* tweak disabled button colors

* `StatusPalette` tweaks

* typo

* Make squiggly red line go away

* Delete `Redux`

* Remove all references to `Redux`

* make red less radioactive

* Store stylesheet name inside stylesheet class

* fix merge errors

* use RT's Oklab support instead

* shuffle around `StylesheetManager` fields

* apply stylesheets based off `StylesheetComponent`

* simplify `ColorPalette` construction

* add todo for `SheetletConfigType`

* `OptionButton` has a background color now

* fix disabled buttons

* sigh (red color palette fixed)

* make `ItemList` use primary palette

* Revert "apply stylesheets based off `StylesheetComponent`"

This reverts commit c05b147da845f6e04ff33d1cbd91a18a92c676d7.

* dead code removal

* buttons are green when pressed (we need togglebuttons)

---------

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
2025-10-19 21:10:44 +00:00

279 lines
11 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Client.Examine;
using Content.Client.Hands.Systems;
using Content.Client.Strip;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.Hands.Controls;
using Content.Client.Verbs.UI;
using Content.Shared.Cuffs;
using Content.Shared.Cuffs.Components;
using Content.Shared.Ensnaring.Components;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
using Content.Shared.Inventory;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Strip.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Input;
using Robust.Shared.Map;
using static Content.Client.Inventory.ClientInventorySystem;
using static Robust.Client.UserInterface.Control;
namespace Content.Client.Inventory
{
[UsedImplicitly]
public sealed class StrippableBoundUserInterface : BoundUserInterface
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IUserInterfaceManager _ui = default!;
private readonly ExamineSystem _examine;
private readonly HandsSystem _hands;
private readonly InventorySystem _inv;
private readonly SharedCuffableSystem _cuffable;
private readonly StrippableSystem _strippable;
[ViewVariables]
private const int ButtonSeparation = 4;
[ViewVariables]
public const string HiddenPocketEntityId = "StrippingHiddenEntity";
[ViewVariables]
private StrippingMenu? _strippingMenu;
[ViewVariables]
private readonly EntityUid _virtualHiddenEntity;
/// <summary>
/// The current amount of added hand buttons.
/// </summary>
[ViewVariables]
private int _handCount;
/// <summary>
/// The current shape of the inventory, needed to calculate the window size.
/// </summary>
[ViewVariables]
private Vector2i _inventoryDimensions;
public StrippableBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
_examine = EntMan.System<ExamineSystem>();
_hands = EntMan.System<HandsSystem>();
_inv = EntMan.System<InventorySystem>();
_cuffable = EntMan.System<SharedCuffableSystem>();
_strippable = EntMan.System<StrippableSystem>();
_virtualHiddenEntity = EntMan.SpawnEntity(HiddenPocketEntityId, MapCoordinates.Nullspace);
}
protected override void Open()
{
base.Open();
_strippingMenu = this.CreateWindowCenteredLeft<StrippingMenu>();
_strippingMenu.OnDirty += UpdateMenu;
_strippingMenu.Title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner, EntMan)));
}
protected override void Dispose(bool disposing)
{
if (!disposing)
return;
if (_strippingMenu != null)
_strippingMenu.OnDirty -= UpdateMenu;
EntMan.DeleteEntity(_virtualHiddenEntity);
base.Dispose(disposing);
}
public void DirtyMenu()
{
if (_strippingMenu != null)
_strippingMenu.Dirty = true;
}
public void UpdateMenu()
{
if (_strippingMenu == null)
return;
_strippingMenu.ClearButtons();
_handCount = 0;
_inventoryDimensions = Vector2i.Zero;
if (EntMan.TryGetComponent<InventoryComponent>(Owner, out var inv))
{
foreach (var slot in inv.Slots)
{
AddInventoryButton(Owner, slot.Name, inv);
}
}
if (EntMan.TryGetComponent<HandsComponent>(Owner, out var handsComp) && handsComp.CanBeStripped)
{
// good ol hands shit code. there is a GuiHands comparer that does the same thing... but these are hands
// and not gui hands... which are different...
foreach (var (id, hand) in handsComp.Hands)
{
if (hand.Location != HandLocation.Right)
continue;
AddHandButton((Owner, handsComp), id, hand);
}
foreach (var (id, hand) in handsComp.Hands)
{
if (hand.Location != HandLocation.Middle)
continue;
AddHandButton((Owner, handsComp), id, hand);
}
foreach (var (id, hand) in handsComp.Hands)
{
if (hand.Location != HandLocation.Left)
continue;
AddHandButton((Owner, handsComp), id, hand);
}
}
// snare-removal button. This is just the old button before the change to item slots. It is pretty out of place.
if (EntMan.TryGetComponent<EnsnareableComponent>(Owner, out var snare) && snare.IsEnsnared)
{
var button = new Button()
{
Text = Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"),
StyleClasses = { StyleClass.ButtonOpenRight }
};
button.OnPressed += (_) => SendPredictedMessage(new StrippingEnsnareButtonPressed());
_strippingMenu.SnareContainer.AddChild(button);
}
// TODO fix layout container measuring (its broken atm).
// _strippingMenu.InvalidateMeasure();
// _strippingMenu.Contents.Measure(Vector2Helpers.Infinity);
// TODO allow windows to resize based on content's desired size
// for now: shit-code
// calculate the window size manually
// +20 horizontally and vertically from the ContentsContainer margin
// +16 vertically from the BoxContainer margin
// +27 vertically from the window header
var horizontalMenuSize = Math.Max(200, Math.Max(_handCount, _inventoryDimensions.X + 1) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 20);
var verticalMenuSize = Math.Max(200, (_inventoryDimensions.Y + (_handCount > 0 ? 2 : 1)) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 53);
if (snare?.IsEnsnared == true)
verticalMenuSize += 20;
_strippingMenu.SetSize = new Vector2(horizontalMenuSize, verticalMenuSize);
}
private void AddHandButton(Entity<HandsComponent> ent, string handId, Hand hand)
{
var button = new HandButton(handId, hand.Location);
button.Pressed += SlotPressed;
var heldEntity = _hands.GetHeldItem(ent.AsNullable(), handId);
if (EntMan.TryGetComponent<VirtualItemComponent>(heldEntity, out var virt))
{
button.Blocked = true;
if (EntMan.TryGetComponent<CuffableComponent>(Owner, out var cuff) && _cuffable.GetAllCuffs(cuff).Contains(virt.BlockingEntity))
button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
}
UpdateEntityIcon(button, heldEntity);
_strippingMenu!.HandsContainer.AddChild(button);
LayoutContainer.SetPosition(button, new Vector2i(_handCount, 0) * (SlotControl.DefaultButtonSize + ButtonSeparation));
_handCount++;
}
private void SlotPressed(GUIBoundKeyEventArgs ev, SlotControl slot)
{
// TODO: allow other interactions? Verbs? But they should then generate a pop-up and/or have a delay so the
// user that is being stripped can prevent the verbs from being exectuted.
// So for now: only stripping & examining
if (ev.Function == EngineKeyFunctions.Use)
{
SendPredictedMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
return;
}
if (slot.Entity == null)
return;
if (ev.Function == ContentKeyFunctions.ExamineEntity)
{
_examine.DoExamine(slot.Entity.Value);
ev.Handle();
}
else if (ev.Function == EngineKeyFunctions.UseSecondary)
{
_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(slot.Entity.Value);
ev.Handle();
}
}
private void AddInventoryButton(EntityUid invUid, string slotId, InventoryComponent inv)
{
if (!_inv.TryGetSlotContainer(invUid, slotId, out var container, out var slotDef, inv))
return;
var entity = container.ContainedEntity;
// If this is a full pocket, obscure the real entity
// this does not work for modified clients because they are still sent the real entity
if (entity != null && _strippable.IsStripHidden(slotDef, _player.LocalEntity))
entity = _virtualHiddenEntity;
var button = new SlotButton(new SlotData(slotDef, container));
button.Pressed += SlotPressed;
_strippingMenu!.InventoryContainer.AddChild(button);
UpdateEntityIcon(button, entity);
LayoutContainer.SetPosition(button, slotDef.StrippingWindowPos * (SlotControl.DefaultButtonSize + ButtonSeparation));
if (slotDef.StrippingWindowPos.X > _inventoryDimensions.X)
_inventoryDimensions = new Vector2i(slotDef.StrippingWindowPos.X, _inventoryDimensions.Y);
if (slotDef.StrippingWindowPos.Y > _inventoryDimensions.Y)
_inventoryDimensions = new Vector2i(_inventoryDimensions.X, slotDef.StrippingWindowPos.Y);
}
private void UpdateEntityIcon(SlotControl button, EntityUid? entity)
{
// Hovering, highlighting & storage are features of general hands & inv GUIs. This UI just re-uses these because I'm lazy.
button.ClearHover();
button.StorageButton.Visible = false;
if (entity == null)
{
button.SetEntity(null);
return;
}
EntityUid? viewEnt;
if (EntMan.TryGetComponent<VirtualItemComponent>(entity, out var virt))
viewEnt = EntMan.HasComponent<SpriteComponent>(virt.BlockingEntity) ? virt.BlockingEntity : null;
else if (EntMan.HasComponent<SpriteComponent>(entity))
viewEnt = entity;
else
return;
button.SetEntity(viewEnt);
}
}
}