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

130 lines
4.8 KiB
C#

using Content.Client.UserInterface.Controls;
using Content.Shared.Medical.SuitSensor;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Content.Client.Medical.CrewMonitoring
{
[GenerateTypedNameReferences]
public sealed partial class CrewMonitoringWindow : DefaultWindow
{
private List<Control> _rowsContent = new();
private List<(DirectionIcon Icon, Vector2 Position)> _directionIcons = new();
private readonly IEyeManager _eye;
private readonly IEntityManager _entityManager;
public static int IconSize = 16; // XAML has a `VSeparationOverride` of 20 for each row.
public CrewMonitoringWindow()
{
RobustXamlLoader.Load(this);
_eye = IoCManager.Resolve<IEyeManager>();
_entityManager = IoCManager.Resolve<IEntityManager>();
}
public void ShowSensors(List<SuitSensorStatus> stSensors, Vector2 worldPosition, bool snap, float precision)
{
ClearAllSensors();
// TODO scroll container
// TODO filter by name & occupation
// TODO make each row a xaml-control. Get rid of some of this c# control creation.
// add a row for each sensor
foreach (var sensor in stSensors)
{
// add users name and job
// format: UserName (Job)
var nameLabel = new Label()
{
Text = $"{sensor.Name} ({sensor.Job})"
};
nameLabel.HorizontalExpand = true;
SensorsTable.AddChild(nameLabel);
_rowsContent.Add(nameLabel);
// add users status and damage
// format: IsAlive (TotalDamage)
var statusText = Loc.GetString(sensor.IsAlive ?
"crew-monitoring-user-interface-alive" :
"crew-monitoring-user-interface-dead");
if (sensor.TotalDamage != null)
{
statusText += $" ({sensor.TotalDamage})";
}
var statusLabel = new Label()
{
Text = statusText
};
SensorsTable.AddChild(statusLabel);
_rowsContent.Add(statusLabel);
// add users positions
// format: (x, y)
var box = GetPositionBox(sensor.Coordinates, worldPosition, snap, precision);
SensorsTable.AddChild(box);
_rowsContent.Add(box);
}
}
private BoxContainer GetPositionBox(EntityCoordinates? coordinates, Vector2 sensorPosition, bool snap, float precision)
{
var box = new BoxContainer() { Orientation = LayoutOrientation.Horizontal };
if (coordinates == null)
{
var dirIcon = new DirectionIcon()
{
SetSize = (IconSize, IconSize),
Margin = new(0, 0, 4, 0)
};
box.AddChild(dirIcon);
box.AddChild(new Label() { Text = Loc.GetString("crew-monitoring-user-interface-no-info") });
}
else
{
// todo: add locations names (kitchen, bridge, etc)
var pos = (Vector2i) coordinates.Value.Position;
var mapCoords = coordinates.Value.ToMap(_entityManager).Position;
var dirIcon = new DirectionIcon(snap, precision)
{
SetSize = (IconSize, IconSize),
Margin = new(0, 0, 4, 0)
};
box.AddChild(dirIcon);
box.AddChild(new Label() { Text = pos.ToString() });
_directionIcons.Add((dirIcon, mapCoords - sensorPosition));
}
return box;
}
protected override void FrameUpdate(FrameEventArgs args)
{
// the window is separate from any specific viewport, so there is no real way to get an eye-rotation without
// using IEyeManager. Eventually this will have to be reworked for a station AI with multi-viewports.
foreach (var (icon, pos) in _directionIcons)
{
icon.UpdateDirection(pos, -_eye.CurrentEye.Rotation);
}
}
private void ClearAllSensors()
{
foreach (var child in _rowsContent)
{
SensorsTable.RemoveChild(child);
}
_rowsContent.Clear();
}
}
}