* Initial radial menu prototyping for the RCD * Radial UI buttons can send messages to the server * Beginning to update RCDSystem * RCD building system in progress * Further updates * Added extra effects, RCDSystem now reads RCD prototype data * Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken * Added extra functionality to RadialContainers plus documentation * Fixed localization of RCD UI strings * Menu opens near cursor, added basic RCD * Avoiding merge conflict * Implemented atomized construction / deconstruction rules * Increased RCD ammo base charges * Moved input context definition to content * Removed obsoleted code * Updates to system * Switch machine and computer frames for electrical cabling * Added construction ghosts * Fixed issue with keybind detection code * Fixed RCD construction ghost mispredications * Code clean up * Updated deconstruction effects * RCDs effects don't rotate * Code clean up * Balancing for ammo counts * Code clean up * Added missing localized strings * More clean up * Made directional window handling more robust * Added documentation to radial menus and made them no longer dependent on Content * Made radial containers more robust * Further robustness to the radial menu * The RCD submenu buttons are only shown when the destination layer has at least one children * Expanded upon deconstructing plus construction balance * Fixed line endings * Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag * Bug fixes * Revert unnecessary change * Updated RCD strings * Fixed bug * More fixes * Deconstructed tiles/subflooring convert to lattice instead * Fixed failed tests (Linux doesn't like invalid spritespecifer paths) * Fixing merge conflict * Updated airlock assembly * Fixing merge conflict * Fixing merge conflict * More fixing... * Removed erroneous project file change * Fixed string handling issue * Trying to fix merge conflict * Still fixing merge conflicts * Balancing * Hidden RCD construction ghosts when in 'build' mode * Fixing merge conflict * Implemented requested changes (Part 1) * Added more requested changes * Fix for failed test. Removed sussy null suppression * Made requested changes - custom construction ghost system was replaced * Fixing merge conflict * Fixed merge conflict * Fixed bug in RCD construction ghost validation * Fixing merge conflict * Merge conflict fixed * Made required update * Removed lingering RCD deconstruct tag * Fixing merge conflict * Merge conflict fixed * Made requested changes * Bug fixes and balancing * Made string names more consistent * Can no longer stack catwalks
106 lines
3.5 KiB
C#
106 lines
3.5 KiB
C#
using Robust.Client.Graphics;
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using Robust.Client.UserInterface.Controls;
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using System.Linq;
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using System.Numerics;
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namespace Content.Client.UserInterface.Controls;
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[Virtual]
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public class RadialContainer : LayoutContainer
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{
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/// <summary>
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/// Specifies the anglular range, in radians, in which child elements will be placed.
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/// The first value denotes the angle at which the first element is to be placed, and
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/// the second value denotes the angle at which the last element is to be placed.
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/// Both values must be between 0 and 2 PI radians
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/// </summary>
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/// <remarks>
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/// The top of the screen is at 0 radians, and the bottom of the screen is at PI radians
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 AngularRange
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{
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get
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{
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return _angularRange;
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}
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set
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{
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var x = value.X;
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var y = value.Y;
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x = x > MathF.Tau ? x % MathF.Tau : x;
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y = y > MathF.Tau ? y % MathF.Tau : y;
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x = x < 0 ? MathF.Tau + x : x;
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y = y < 0 ? MathF.Tau + y : y;
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_angularRange = new Vector2(x, y);
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}
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}
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private Vector2 _angularRange = new Vector2(0f, MathF.Tau - float.Epsilon);
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/// <summary>
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/// Determines the direction in which child elements will be arranged
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public RAlignment RadialAlignment { get; set; } = RAlignment.Clockwise;
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/// <summary>
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/// Determines how far from the radial container's center that its child elements will be placed
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float Radius { get; set; } = 100f;
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/// <summary>
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/// Sets whether the container should reserve a space on the layout for child which are not currently visible
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ReserveSpaceForHiddenChildren { get; set; } = true;
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/// <summary>
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/// This container arranges its children, evenly separated, in a radial pattern
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/// </summary>
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public RadialContainer()
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{
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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var children = ReserveSpaceForHiddenChildren ? Children : Children.Where(x => x.Visible);
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var childCount = children.Count();
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// Determine the size of the arc, accounting for clockwise and anti-clockwise arrangements
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var arc = AngularRange.Y - AngularRange.X;
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arc = (arc < 0) ? MathF.Tau + arc : arc;
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arc = (RadialAlignment == RAlignment.AntiClockwise) ? MathF.Tau - arc : arc;
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// Account for both circular arrangements and arc-based arrangements
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var childMod = MathHelper.CloseTo(arc, MathF.Tau, 0.01f) ? 0 : 1;
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// Determine the separation between child elements
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var sepAngle = arc / (childCount - childMod);
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sepAngle *= (RadialAlignment == RAlignment.AntiClockwise) ? -1f : 1f;
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// Adjust the positions of all the child elements
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foreach (var (i, child) in children.Select((x, i) => (i, x)))
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{
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var position = new Vector2(Radius * MathF.Sin(AngularRange.X + sepAngle * i) + Width / 2f - child.Width / 2f, -Radius * MathF.Cos(AngularRange.X + sepAngle * i) + Height / 2f - child.Height / 2f);
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SetPosition(child, position);
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}
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}
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/// <summary>
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/// Specifies the different radial alignment modes
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/// </summary>
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/// <seealso cref="RadialAlignment"/>
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public enum RAlignment : byte
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{
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Clockwise,
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AntiClockwise,
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}
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}
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