Files
tbd-station-14/Content.Client/Hands/HandsGui.xaml.cs
2021-07-31 03:14:00 +02:00

269 lines
8.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Client.HUD;
using Content.Client.Items.Managers;
using Content.Client.Items.UI;
using Content.Client.Resources;
using Content.Shared.CCVar;
using Content.Shared.Hands.Components;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Client.Hands
{
[GenerateTypedNameReferences]
public sealed partial class HandsGui : Control
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly IItemSlotManager _itemSlotManager = default!;
[Dependency] private readonly IGameHud _gameHud = default!;
[Dependency] private readonly INetConfigurationManager _configManager = default!;
private readonly HandsSystem _handsSystem;
private readonly HandsComponent _handsComponent;
private Texture StorageTexture => _gameHud.GetHudTexture("back.png");
private Texture BlockedTexture => _resourceCache.GetTexture("/Textures/Interface/Inventory/blocked.png");
private ItemStatusPanel StatusPanel { get; }
[ViewVariables] private GuiHand[] _hands = Array.Empty<GuiHand>();
private string? ActiveHand { get; set; }
public HandsGui(HandsComponent hands, HandsSystem handsSystem)
{
_handsComponent = hands;
_handsSystem = handsSystem;
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
StatusPanel = ItemStatusPanel.FromSide(HandLocation.Middle);
StatusContainer.AddChild(StatusPanel);
StatusPanel.SetPositionFirst();
}
protected override void EnteredTree()
{
base.EnteredTree();
_handsSystem.GuiStateUpdated += HandsSystemOnGuiStateUpdated;
_configManager.OnValueChanged(CCVars.HudTheme, UpdateHudTheme);
HandsSystemOnGuiStateUpdated();
}
protected override void ExitedTree()
{
base.ExitedTree();
_handsSystem.GuiStateUpdated -= HandsSystemOnGuiStateUpdated;
_configManager.UnsubValueChanged(CCVars.HudTheme, UpdateHudTheme);
}
private void HandsSystemOnGuiStateUpdated()
{
var state = _handsSystem.GetGuiState();
ActiveHand = state.ActiveHand;
_hands = state.GuiHands;
Array.Sort(_hands, HandOrderComparer.Instance);
UpdateGui();
}
private void UpdateGui()
{
HandsContainer.DisposeAllChildren();
foreach (var hand in _hands)
{
var newButton = MakeHandButton(hand.HandLocation);
HandsContainer.AddChild(newButton);
hand.HandButton = newButton;
var handName = hand.Name;
newButton.OnPressed += args => OnHandPressed(args, handName);
newButton.OnStoragePressed += _ => OnStoragePressed(handName);
_itemSlotManager.SetItemSlot(newButton, hand.HeldItem);
// Show blocked overlay if hand is pulling.
newButton.Blocked.Visible =
hand.HeldItem != null && hand.HeldItem.HasComponent<HandVirtualPullComponent>();
}
if (TryGetActiveHand(out var activeHand))
{
activeHand.HandButton.SetActiveHand(true);
StatusPanel.Update(activeHand.HeldItem);
}
}
private void OnHandPressed(GUIBoundKeyEventArgs args, string handName)
{
if (args.Function == EngineKeyFunctions.UIClick)
{
_handsSystem.UIHandClick(_handsComponent, handName);
}
else if (TryGetHand(handName, out var hand))
{
_itemSlotManager.OnButtonPressed(args, hand.HeldItem);
}
}
private void OnStoragePressed(string handName)
{
_handsSystem.UIHandActivate(handName);
}
private bool TryGetActiveHand([NotNullWhen(true)] out GuiHand? activeHand)
{
TryGetHand(ActiveHand, out activeHand);
return activeHand != null;
}
private bool TryGetHand(string? handName, [NotNullWhen(true)] out GuiHand? foundHand)
{
foundHand = null;
if (handName == null)
return false;
foreach (var hand in _hands)
{
if (hand.Name == handName)
foundHand = hand;
}
return foundHand != null;
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
foreach (var hand in _hands)
{
_itemSlotManager.UpdateCooldown(hand.HandButton, hand.HeldItem);
}
}
private HandButton MakeHandButton(HandLocation buttonLocation)
{
var buttonTextureName = buttonLocation switch
{
HandLocation.Right => "hand_r.png",
_ => "hand_l.png"
};
var buttonTexture = _gameHud.GetHudTexture(buttonTextureName);
return new HandButton(buttonTexture, StorageTexture, buttonTextureName, BlockedTexture, buttonLocation);
}
private void UpdateHudTheme(int idx)
{
UpdateGui();
}
private sealed class HandOrderComparer : IComparer<GuiHand>
{
public static readonly HandOrderComparer Instance = new();
public int Compare(GuiHand? x, GuiHand? y)
{
if (ReferenceEquals(x, y)) return 0;
if (ReferenceEquals(null, y)) return 1;
if (ReferenceEquals(null, x)) return -1;
var orderX = Map(x.HandLocation);
var orderY = Map(y.HandLocation);
return orderX.CompareTo(orderY);
static int Map(HandLocation loc)
{
return loc switch
{
HandLocation.Left => 3,
HandLocation.Middle => 2,
HandLocation.Right => 1,
_ => throw new ArgumentOutOfRangeException(nameof(loc), loc, null)
};
}
}
}
}
/// <summary>
/// Info on a set of hands to be displayed.
/// </summary>
public class HandsGuiState
{
/// <summary>
/// The set of hands to be displayed.
/// </summary>
[ViewVariables]
public GuiHand[] GuiHands { get; }
/// <summary>
/// The name of the currently active hand.
/// </summary>
[ViewVariables]
public string? ActiveHand { get; }
public HandsGuiState(GuiHand[] guiHands, string? activeHand = null)
{
GuiHands = guiHands;
ActiveHand = activeHand;
}
}
/// <summary>
/// Info on an individual hand to be displayed.
/// </summary>
public class GuiHand
{
/// <summary>
/// The name of this hand.
/// </summary>
[ViewVariables]
public string Name { get; }
/// <summary>
/// Where this hand is located.
/// </summary>
[ViewVariables]
public HandLocation HandLocation { get; }
/// <summary>
/// The item being held in this hand.
/// </summary>
[ViewVariables]
public IEntity? HeldItem { get; }
/// <summary>
/// The button in the gui associated with this hand. Assumed to be set by gui shortly after being received from the client HandsComponent.
/// </summary>
[ViewVariables]
public HandButton HandButton { get; set; } = default!;
public GuiHand(string name, HandLocation handLocation, IEntity? heldItem)
{
Name = name;
HandLocation = handLocation;
HeldItem = heldItem;
}
}
}