Files
tbd-station-14/Content.Client/UserInterface/Systems/Actions/Controls/ActionButton.cs

410 lines
12 KiB
C#

using Content.Client.Actions.UI;
using Content.Client.Cooldown;
using Content.Client.Stylesheets;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.Utility;
using Robust.Shared.Input;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using static Robust.Client.UserInterface.Controls.BoxContainer;
using static Robust.Client.UserInterface.Controls.TextureRect;
namespace Content.Client.UserInterface.Systems.Actions.Controls;
public sealed class ActionButton : Control
{
private ActionUIController Controller => UserInterfaceManager.GetUIController<ActionUIController>();
private bool _beingHovered;
private bool _depressed;
private bool _toggled;
private bool _spriteViewDirty;
public BoundKeyFunction? KeyBind
{
set
{
_keybind = value;
if (_keybind != null)
{
Label.Text = BoundKeyHelper.ShortKeyName(_keybind.Value);
}
}
}
private BoundKeyFunction? _keybind;
public readonly TextureRect Button;
public readonly PanelContainer HighlightRect;
private readonly TextureRect _bigActionIcon;
private readonly TextureRect _smallActionIcon;
public readonly Label Label;
public readonly CooldownGraphic Cooldown;
private readonly SpriteView _smallItemSpriteView;
private readonly SpriteView _bigItemSpriteView;
public ActionType? Action { get; private set; }
public bool Locked { get; set; }
public event Action<GUIBoundKeyEventArgs, ActionButton>? ActionPressed;
public event Action<GUIBoundKeyEventArgs, ActionButton>? ActionUnpressed;
public event Action<ActionButton>? ActionFocusExited;
public ActionButton()
{
MouseFilter = MouseFilterMode.Pass;
Button = new TextureRect
{
Name = "Button",
TextureScale = new Vector2(2, 2)
};
HighlightRect = new PanelContainer
{
StyleClasses = {StyleNano.StyleClassHandSlotHighlight},
MinSize = (32, 32),
Visible = false
};
_bigActionIcon = new TextureRect
{
HorizontalExpand = true,
VerticalExpand = true,
Stretch = StretchMode.Scale,
Visible = false
};
_smallActionIcon = new TextureRect
{
HorizontalAlignment = HAlignment.Right,
VerticalAlignment = VAlignment.Bottom,
Stretch = StretchMode.Scale,
Visible = false
};
Label = new Label
{
Name = "Label",
HorizontalAlignment = HAlignment.Left,
VerticalAlignment = VAlignment.Top,
Margin = new Thickness(5, 0, 0, 0)
};
_bigItemSpriteView = new SpriteView
{
Name = "Big Sprite",
HorizontalExpand = true,
VerticalExpand = true,
Scale = (2, 2),
Visible = false,
OverrideDirection = Direction.South,
};
_smallItemSpriteView = new SpriteView
{
Name = "Small Sprite",
HorizontalAlignment = HAlignment.Right,
VerticalAlignment = VAlignment.Bottom,
Visible = false,
OverrideDirection = Direction.South,
};
// padding to the left of the small icon
var paddingBoxItemIcon = new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
HorizontalExpand = true,
VerticalExpand = true,
MinSize = (64, 64)
};
paddingBoxItemIcon.AddChild(new Control()
{
MinSize = (32, 32),
});
paddingBoxItemIcon.AddChild(new Control
{
Children =
{
_smallActionIcon,
_smallItemSpriteView
}
});
Cooldown = new CooldownGraphic {Visible = false};
AddChild(_bigActionIcon);
AddChild(_bigItemSpriteView);
AddChild(Button);
AddChild(HighlightRect);
AddChild(Label);
AddChild(Cooldown);
AddChild(paddingBoxItemIcon);
Button.Modulate = new Color(255, 255, 255, 150);
OnThemeUpdated();
OnKeyBindDown += args =>
{
Depress(args, true);
OnPressed(args);
};
OnKeyBindUp += args =>
{
Depress(args, false);
OnUnpressed(args);
};
TooltipDelay = 0.5f;
TooltipSupplier = SupplyTooltip;
}
protected override void OnThemeUpdated()
{
Button.Texture = Theme.ResolveTexture("SlotBackground");
Label.FontColorOverride = Theme.ResolveColorOrSpecified("whiteText");
}
private void OnPressed(GUIBoundKeyEventArgs args)
{
ActionPressed?.Invoke(args, this);
}
private void OnUnpressed(GUIBoundKeyEventArgs args)
{
ActionUnpressed?.Invoke(args, this);
}
private Control? SupplyTooltip(Control sender)
{
if (Action == null)
return null;
var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.DisplayName));
var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description));
return new ActionAlertTooltip(name, decr);
}
protected override void ControlFocusExited()
{
ActionFocusExited?.Invoke(this);
}
private void UpdateItemIcon()
{
var entityManager = IoCManager.Resolve<IEntityManager>();
if (Action?.EntityIcon != null && !entityManager.EntityExists(Action.EntityIcon))
{
// This is almost certainly because a player received/processed their own actions component state before
// being send the entity in their inventory that enabled this action.
// Defer updating icons to the next FrameUpdate().
_spriteViewDirty = true;
return;
}
if (Action?.EntityIcon == null ||
!entityManager.TryGetComponent(Action.EntityIcon.Value, out SpriteComponent? sprite))
{
_bigItemSpriteView.Visible = false;
_bigItemSpriteView.Sprite = null;
_smallItemSpriteView.Visible = false;
_smallItemSpriteView.Sprite = null;
}
else
{
switch (Action.ItemIconStyle)
{
case ItemActionIconStyle.BigItem:
_bigItemSpriteView.Visible = true;
_bigItemSpriteView.Sprite = sprite;
_smallItemSpriteView.Visible = false;
_smallItemSpriteView.Sprite = null;
break;
case ItemActionIconStyle.BigAction:
_bigItemSpriteView.Visible = false;
_bigItemSpriteView.Sprite = null;
_smallItemSpriteView.Visible = true;
_smallItemSpriteView.Sprite = sprite;
break;
case ItemActionIconStyle.NoItem:
_bigItemSpriteView.Visible = false;
_bigItemSpriteView.Sprite = null;
_smallItemSpriteView.Visible = false;
_smallItemSpriteView.Sprite = null;
break;
}
}
}
private void SetActionIcon(Texture? texture)
{
if (texture == null || Action == null)
{
_bigActionIcon.Texture = null;
_bigActionIcon.Visible = false;
_smallActionIcon.Texture = null;
_smallActionIcon.Visible = false;
}
else if (Action.EntityIcon != null && Action.ItemIconStyle == ItemActionIconStyle.BigItem)
{
_smallActionIcon.Texture = texture;
_smallActionIcon.Modulate = Action.IconColor;
_smallActionIcon.Visible = true;
_bigActionIcon.Texture = null;
_bigActionIcon.Visible = false;
}
else
{
_bigActionIcon.Texture = texture;
_bigActionIcon.Modulate = Action.IconColor;
_bigActionIcon.Visible = true;
_smallActionIcon.Texture = null;
_smallActionIcon.Visible = false;
}
}
public void UpdateIcons()
{
UpdateItemIcon();
if (Action == null)
{
SetActionIcon(null);
return;
}
if ((Controller.SelectingTargetFor?.Action == Action || Action.Toggled) && Action.IconOn != null)
SetActionIcon(Action.IconOn.Frame0());
else
SetActionIcon(Action.Icon?.Frame0());
}
public bool TryReplaceWith(ActionType action)
{
if (Locked)
{
return false;
}
UpdateData(action);
return true;
}
public void UpdateData(ActionType action)
{
Action = action;
UpdateIcons();
}
public void ClearData()
{
Action = null;
Cooldown.Visible = false;
Cooldown.Progress = 1;
UpdateIcons();
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (_spriteViewDirty)
{
_spriteViewDirty = false;
UpdateIcons();
}
if (Action?.Cooldown != null)
{
Cooldown.FromTime(Action.Cooldown.Value.Start, Action.Cooldown.Value.End);
}
if (Action != null && _toggled != Action.Toggled)
{
_toggled = Action.Toggled;
}
}
protected override void MouseEntered()
{
base.MouseEntered();
_beingHovered = true;
DrawModeChanged();
}
protected override void MouseExited()
{
base.MouseExited();
_beingHovered = false;
DrawModeChanged();
}
/// <summary>
/// Press this button down. If it was depressed and now set to not depressed, will
/// trigger the action.
/// </summary>
public void Depress(GUIBoundKeyEventArgs args, bool depress)
{
// action can still be toggled if it's allowed to stay selected
if (Action is not {Enabled: true})
return;
if (_depressed && !depress)
{
// fire the action
OnUnpressed(args);
}
_depressed = depress;
DrawModeChanged();
}
public void DrawModeChanged()
{
HighlightRect.Visible = _beingHovered;
// always show the normal empty button style if no action in this slot
if (Action == null)
{
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
return;
}
// show a hover only if the action is usable or another action is being dragged on top of this
if (_beingHovered && (Controller.IsDragging || Action.Enabled))
{
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover);
}
// it's only depress-able if it's usable, so if we're depressed
// show the depressed style
if (_depressed)
{
HighlightRect.Visible = false;
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassPressed);
return;
}
// if it's toggled on, always show the toggled on style (currently same as depressed style)
if (Action.Toggled || Controller.SelectingTargetFor == this)
{
// when there's a toggle sprite, we're showing that sprite instead of highlighting this slot
SetOnlyStylePseudoClass(Action.IconOn != null
? ContainerButton.StylePseudoClassNormal
: ContainerButton.StylePseudoClassPressed);
return;
}
if (!Action.Enabled)
{
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassDisabled);
return;
}
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
}
}