Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterGui.cs

192 lines
6.4 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Client.GameObjects.Components;
using Content.Client.Utility;
using Content.Shared.GameObjects.Components;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
public sealed class DoAfterGui : VBoxContainer
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private readonly Dictionary<byte, PanelContainer> _doAfterControls = new Dictionary<byte, PanelContainer>();
private readonly Dictionary<byte, DoAfterBar> _doAfterBars = new Dictionary<byte, DoAfterBar>();
// We'll store cancellations for a little bit just so we can flash the graphic to indicate it's cancelled
private readonly Dictionary<byte, TimeSpan> _cancelledDoAfters = new Dictionary<byte, TimeSpan>();
public IEntity? AttachedEntity { get; set; }
private ScreenCoordinates _playerPosition;
// This behavior probably shouldn't be happening; so for whatever reason the control position is set the frame after
// I got NFI why because I don't know the UI internals
public bool FirstDraw { get; set; }
public DoAfterGui()
{
IoCManager.InjectDependencies(this);
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(this);
SeparationOverride = 0;
LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.Begin);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (Disposed)
return;
foreach (var (_, control) in _doAfterControls)
{
control.Dispose();
}
_doAfterControls.Clear();
_doAfterBars.Clear();
_cancelledDoAfters.Clear();
}
/// <summary>
/// Add the necessary control for a DoAfter progress bar.
/// </summary>
/// <param name="message"></param>
public void AddDoAfter(ClientDoAfter message)
{
if (_doAfterControls.ContainsKey(message.ID))
return;
var doAfterBar = new DoAfterBar
{
SizeFlagsVertical = SizeFlags.ShrinkCenter
};
_doAfterBars[message.ID] = doAfterBar;
var control = new PanelContainer
{
Children =
{
new TextureRect
{
Texture = StaticIoC.ResC.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png"),
TextureScale = Vector2.One * DoAfterBar.DoAfterBarScale,
SizeFlagsVertical = SizeFlags.ShrinkCenter,
},
doAfterBar
}
};
AddChild(control);
_doAfterControls.Add(message.ID, control);
}
// NOTE THAT THE BELOW ONLY HANDLES THE UI SIDE
/// <summary>
/// Removes a DoAfter without showing a cancel graphic.
/// </summary>
/// <param name="id"></param>
public void RemoveDoAfter(byte id)
{
if (!_doAfterControls.ContainsKey(id))
return;
var control = _doAfterControls[id];
RemoveChild(control);
_doAfterControls.Remove(id);
_doAfterBars.Remove(id);
if (_cancelledDoAfters.ContainsKey(id))
_cancelledDoAfters.Remove(id);
}
/// <summary>
/// Cancels a DoAfter and shows a graphic indicating it has been cancelled to the player.
/// </summary>
/// Can be called multiple times on the 1 DoAfter because of the client predicting the cancellation.
/// <param name="id"></param>
public void CancelDoAfter(byte id)
{
if (_cancelledDoAfters.ContainsKey(id))
return;
if (!_doAfterBars.TryGetValue(id, out var doAfterBar))
{
doAfterBar = new DoAfterBar();
_doAfterBars[id] = doAfterBar;
}
doAfterBar.Cancelled = true;
_cancelledDoAfters.Add(id, _gameTiming.CurTime);
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (AttachedEntity?.IsValid() != true ||
!AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent))
{
return;
}
var doAfters = doAfterComponent.DoAfters;
if (doAfters.Count == 0)
return;
// Set position ready for 2nd+ frames.
_playerPosition = _eyeManager.CoordinatesToScreen(AttachedEntity.Transform.Coordinates);
LayoutContainer.SetPosition(this, new Vector2(_playerPosition.X - Width / 2, _playerPosition.Y - Height - 30.0f));
if (FirstDraw)
{
Visible = false;
FirstDraw = false;
return;
}
Visible = true;
var currentTime = _gameTiming.CurTime;
var toCancel = new List<byte>();
// Cleanup cancelled DoAfters
foreach (var (id, cancelTime) in _cancelledDoAfters)
{
if ((currentTime - cancelTime).TotalSeconds > DoAfterSystem.ExcessTime)
toCancel.Add(id);
}
foreach (var id in toCancel)
{
RemoveDoAfter(id);
}
// Update 0 -> 1.0f of the things
foreach (var (id, message) in doAfters)
{
if (_cancelledDoAfters.ContainsKey(id) || !_doAfterControls.ContainsKey(id))
continue;
var doAfterBar = _doAfterBars[id];
doAfterBar.Ratio = MathF.Min(1.0f,
(float) (currentTime - message.StartTime).TotalSeconds / message.Delay);
}
}
}
}