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