Files
tbd-station-14/Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml.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

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

* Add todo list

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

* Add palette to `TextureButton`

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

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

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

* migrate `ContextMenu` styles

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

* 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

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

* chat is this real (update chat palette)

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

* Update todo

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

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

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

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

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

* replace `ButtonColorGreen` with `Positive`

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

* `Placeholder`

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

* Examine popup buttons

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

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

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

* Remove some more redundant stuff

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

* Undo style change for chat window

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

* paper editing works now

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

* `OptionButton` styles

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

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

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

* fix `ActionButton` not having highlighting

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

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

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

* `ButtonBig` and more cleanup

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

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

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

* Cleanup & move `Label` styles

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

* Action search box styles

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

* Moved, stuff is

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

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

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

* 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!

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

* chores

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

* clean up `StyleClass.cs`

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

* `ItemListSheetlet` refactor

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

* more chores!

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

* Consistency w/ directory structure

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

* Move `MainMenuSheetlet`

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

* `ColorPalette`

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

* whoopsie

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

* Remove most sheet-specific sheetlets

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

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

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

* yap

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

* MASSIVE resharper skill issue

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

* 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`

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

* 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

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

* `StyleSpace` is no more

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

* 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

458 lines
15 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Client.Pinpointer.UI;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.Medical.SuitSensor;
using Content.Shared.StatusIcon;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Content.Client.Medical.CrewMonitoring;
[GenerateTypedNameReferences]
public sealed partial class CrewMonitoringWindow : FancyWindow
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private readonly SharedTransformSystem _transformSystem;
private readonly SpriteSystem _spriteSystem;
private NetEntity? _trackedEntity;
private bool _tryToScrollToListFocus;
private Texture? _blipTexture;
public CrewMonitoringWindow()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_transformSystem = _entManager.System<SharedTransformSystem>();
_spriteSystem = _entManager.System<SpriteSystem>();
NavMap.TrackedEntitySelectedAction += SetTrackedEntityFromNavMap;
}
public void Set(string stationName, EntityUid? mapUid)
{
_blipTexture = _spriteSystem.Frame0(new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/NavMap/beveled_circle.png")));
if (_entManager.TryGetComponent<TransformComponent>(mapUid, out var xform))
NavMap.MapUid = xform.GridUid;
else
NavMap.Visible = false;
StationName.AddStyleClass("LabelBig");
StationName.Text = stationName;
NavMap.ForceNavMapUpdate();
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (_tryToScrollToListFocus)
TryToScrollToFocus();
}
public void ShowSensors(List<SuitSensorStatus> sensors, EntityUid monitor, EntityCoordinates? monitorCoords)
{
ClearOutDatedData();
// No server label
if (sensors.Count == 0)
{
NoServerLabel.Visible = true;
return;
}
NoServerLabel.Visible = false;
// Collect one status per user, using the sensor with the most data available.
Dictionary<NetEntity, SuitSensorStatus> uniqueSensorsMap = new();
foreach (var sensor in sensors)
{
if (uniqueSensorsMap.TryGetValue(sensor.OwnerUid, out var existingSensor))
{
// Skip if we already have a sensor with more data for this mob.
if (existingSensor.Coordinates != null && sensor.Coordinates == null)
continue;
if (existingSensor.DamagePercentage != null && sensor.DamagePercentage == null)
continue;
}
uniqueSensorsMap[sensor.OwnerUid] = sensor;
}
var uniqueSensors = uniqueSensorsMap.Values.ToList();
// Order sensor data
var orderedSensors = uniqueSensors.OrderBy(n => n.Name).OrderBy(j => j.Job);
var assignedSensors = new HashSet<SuitSensorStatus>();
var departments = uniqueSensors.SelectMany(d => d.JobDepartments).Distinct().OrderBy(n => n);
// Create department labels and populate lists
foreach (var department in departments)
{
var departmentSensors = orderedSensors.Where(d => d.JobDepartments.Contains(department));
if (departmentSensors == null || !departmentSensors.Any())
continue;
foreach (var sensor in departmentSensors)
assignedSensors.Add(sensor);
if (SensorsTable.ChildCount > 0)
{
var spacer = new Control()
{
SetHeight = 20,
};
SensorsTable.AddChild(spacer);
}
var deparmentLabel = new RichTextLabel()
{
Margin = new Thickness(10, 0),
HorizontalExpand = true,
};
deparmentLabel.SetMessage(department);
deparmentLabel.StyleClasses.Add("font-large");
SensorsTable.AddChild(deparmentLabel);
PopulateDepartmentList(departmentSensors);
}
// Account for any non-station users
var remainingSensors = orderedSensors.Except(assignedSensors);
if (remainingSensors.Any())
{
var spacer = new Control()
{
SetHeight = 20,
};
SensorsTable.AddChild(spacer);
var deparmentLabel = new RichTextLabel()
{
Margin = new Thickness(10, 0),
HorizontalExpand = true,
};
deparmentLabel.SetMessage(Loc.GetString("crew-monitoring-ui-no-department-label"));
SensorsTable.AddChild(deparmentLabel);
PopulateDepartmentList(remainingSensors);
}
// Show monitor on nav map
if (monitorCoords != null && _blipTexture != null)
{
NavMap.TrackedEntities[_entManager.GetNetEntity(monitor)] = new NavMapBlip(monitorCoords.Value, _blipTexture, Color.Cyan, true, false);
}
}
private void PopulateDepartmentList(IEnumerable<SuitSensorStatus> departmentSensors)
{
// Populate departments
foreach (var sensor in departmentSensors)
{
if (!string.IsNullOrEmpty(SearchLineEdit.Text)
&& !sensor.Name.Contains(SearchLineEdit.Text, StringComparison.CurrentCultureIgnoreCase)
&& !sensor.Job.Contains(SearchLineEdit.Text, StringComparison.CurrentCultureIgnoreCase))
continue;
var coordinates = _entManager.GetCoordinates(sensor.Coordinates);
// Add a button that will hold a username and other details
NavMap.LocalizedNames.TryAdd(sensor.SuitSensorUid, sensor.Name + ", " + sensor.Job);
var sensorButton = new CrewMonitoringButton()
{
SuitSensorUid = sensor.SuitSensorUid,
Coordinates = coordinates,
Disabled = (coordinates == null),
HorizontalExpand = true,
};
if (sensor.SuitSensorUid == _trackedEntity)
sensorButton.AddStyleClass(StyleClass.Positive);
SensorsTable.AddChild(sensorButton);
// Primary container to hold the button UI elements
var mainContainer = new BoxContainer()
{
Orientation = LayoutOrientation.Horizontal,
HorizontalExpand = true,
};
sensorButton.AddChild(mainContainer);
// User status container
var statusContainer = new BoxContainer()
{
SizeFlagsStretchRatio = 1.25f,
Orientation = LayoutOrientation.Horizontal,
HorizontalExpand = true,
};
mainContainer.AddChild(statusContainer);
// Suit coords indicator
var suitCoordsIndicator = new TextureRect()
{
Texture = _blipTexture,
TextureScale = new Vector2(0.25f, 0.25f),
Modulate = coordinates != null ? Color.LimeGreen : Color.DarkRed,
HorizontalAlignment = HAlignment.Center,
VerticalAlignment = VAlignment.Center,
};
statusContainer.AddChild(suitCoordsIndicator);
// Specify texture for the user status icon
var specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "alive");
if (!sensor.IsAlive)
{
specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "dead");
}
else if (sensor.DamagePercentage != null)
{
var index = MathF.Round(4f * sensor.DamagePercentage.Value);
if (index >= 5)
specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "critical");
else
specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "health" + index);
}
// Status icon
var statusIcon = new AnimatedTextureRect
{
HorizontalAlignment = HAlignment.Center,
VerticalAlignment = VAlignment.Center,
Margin = new Thickness(0, 1, 3, 0),
};
statusIcon.SetFromSpriteSpecifier(specifier);
statusIcon.DisplayRect.TextureScale = new Vector2(2f, 2f);
statusContainer.AddChild(statusIcon);
// User name
var nameLabel = new Label()
{
Text = sensor.Name,
HorizontalExpand = true,
ClipText = true,
};
statusContainer.AddChild(nameLabel);
// User job container
var jobContainer = new BoxContainer()
{
Orientation = LayoutOrientation.Horizontal,
HorizontalExpand = true,
};
mainContainer.AddChild(jobContainer);
// Job icon
if (_prototypeManager.TryIndex<JobIconPrototype>(sensor.JobIcon, out var proto))
{
var jobIcon = new TextureRect()
{
TextureScale = new Vector2(2f, 2f),
VerticalAlignment = VAlignment.Center,
Texture = _spriteSystem.Frame0(proto.Icon),
Margin = new Thickness(5, 0, 5, 0),
};
jobContainer.AddChild(jobIcon);
}
// Job name
var jobLabel = new Label()
{
Text = sensor.Job,
HorizontalExpand = true,
ClipText = true,
};
jobContainer.AddChild(jobLabel);
// Add user coordinates to the navmap
if (coordinates != null && NavMap.Visible && _blipTexture != null)
{
NavMap.TrackedEntities.TryAdd(sensor.SuitSensorUid,
new NavMapBlip
(CoordinatesToLocal(coordinates.Value),
_blipTexture,
(_trackedEntity == null || sensor.SuitSensorUid == _trackedEntity) ? Color.LimeGreen : Color.LimeGreen * Color.DimGray,
sensor.SuitSensorUid == _trackedEntity));
NavMap.Focus = _trackedEntity;
// On button up
sensorButton.OnButtonUp += args =>
{
var prevTrackedEntity = _trackedEntity;
if (_trackedEntity == sensor.SuitSensorUid)
{
_trackedEntity = null;
}
else
{
_trackedEntity = sensor.SuitSensorUid;
NavMap.CenterToCoordinates(coordinates.Value);
}
NavMap.Focus = _trackedEntity;
UpdateSensorsTable(_trackedEntity, prevTrackedEntity);
};
}
}
}
private void SetTrackedEntityFromNavMap(NetEntity? netEntity)
{
var prevTrackedEntity = _trackedEntity;
_trackedEntity = netEntity;
if (_trackedEntity == prevTrackedEntity)
prevTrackedEntity = null;
NavMap.Focus = _trackedEntity;
_tryToScrollToListFocus = true;
UpdateSensorsTable(_trackedEntity, prevTrackedEntity);
}
private void UpdateSensorsTable(NetEntity? currTrackedEntity, NetEntity? prevTrackedEntity)
{
foreach (var sensor in SensorsTable.Children)
{
if (sensor is not CrewMonitoringButton)
continue;
var castSensor = (CrewMonitoringButton) sensor;
if (castSensor.SuitSensorUid == prevTrackedEntity)
castSensor.RemoveStyleClass(StyleClass.Positive);
else if (castSensor.SuitSensorUid == currTrackedEntity)
castSensor.AddStyleClass(StyleClass.Positive);
if (castSensor?.Coordinates == null)
continue;
if (NavMap.TrackedEntities.TryGetValue(castSensor.SuitSensorUid, out var data))
{
data = new NavMapBlip
(CoordinatesToLocal(data.Coordinates),
data.Texture,
(currTrackedEntity == null || castSensor.SuitSensorUid == currTrackedEntity) ? Color.LimeGreen : Color.LimeGreen * Color.DimGray,
castSensor.SuitSensorUid == currTrackedEntity);
NavMap.TrackedEntities[castSensor.SuitSensorUid] = data;
}
}
}
private void TryToScrollToFocus()
{
if (!_tryToScrollToListFocus)
return;
if (TryGetNextScrollPosition(out float? nextScrollPosition))
{
SensorScroller.VScrollTarget = nextScrollPosition.Value;
if (MathHelper.CloseToPercent(SensorScroller.VScroll, SensorScroller.VScrollTarget))
{
_tryToScrollToListFocus = false;
return;
}
}
}
private bool TryGetNextScrollPosition([NotNullWhen(true)] out float? nextScrollPosition)
{
nextScrollPosition = 0;
foreach (var sensor in SensorsTable.Children)
{
if (sensor is CrewMonitoringButton &&
((CrewMonitoringButton) sensor).SuitSensorUid == _trackedEntity)
return true;
nextScrollPosition += sensor.Height;
}
// Failed to find control
nextScrollPosition = null;
return false;
}
/// <summary>
/// Converts the input coordinates to an EntityCoordinates which are in
/// reference to the grid that the map is displaying. This is a stylistic
/// choice; this window deliberately limits the rate that blips update,
/// but if the blip is attached to another grid which is moving, that
/// blip will move smoothly, unlike the others. By converting the
/// coordinates, we are back in control of the blip movement.
/// </summary>
private EntityCoordinates CoordinatesToLocal(EntityCoordinates refCoords)
{
if (NavMap.MapUid != null)
{
return _transformSystem.WithEntityId(refCoords, (EntityUid)NavMap.MapUid);
}
else
{
return refCoords;
}
}
private void ClearOutDatedData()
{
SensorsTable.RemoveAllChildren();
NavMap.TrackedCoordinates.Clear();
NavMap.TrackedEntities.Clear();
NavMap.LocalizedNames.Clear();
}
}
public sealed class CrewMonitoringButton : Button
{
public int IndexInTable;
public NetEntity SuitSensorUid;
public EntityCoordinates? Coordinates;
}