Files
tbd-station-14/Content.Client/SprayPainter/UI/SprayPainterBoundUserInterface.cs
Whatstone 9ad99cfa64 Make more objects spray paintable (Reviving #31328) (#37341)
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced

* Slightly redesigned SprayPainterSystem for greater versatility

* Added handling of changes to the appearance of doors and storages

* PaintableGroup prototypes have been created

* Generating tabs with styles in the UI

* Fix error with undiscovered layer

* Slight improvement

* Removed unnecessary property

* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed

* Added canisters, but repainting doesn't work

* Added localization to styles

* Fix sprite changing

* Added the ability to paint canisters

* slight ui improvement

* Fix yamllinter errors

* Fix test

* The UI now remembers which tab was open

* Fix build (?)

* Rename

* Charges have been added to the spray painter

* Added a charge texture for the spray painter

* Now spray painter can paint decals

* Increased number of charges

* Spawning dummy objects has been replaced by PrototypeManager

* added a signature about the painting of the object

* fix

* Code commenting

* Fix upstream

* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* review

* Now decals can only be painted if the corresponding tab in the menu is open.

* Fixed a bug with pipe and decal tabs not being remembered

* Update EntityStorageVisualizerSystem.cs

* record

* loc

* Cleanup

* Revert electrified visuals

* more cleanup, fix charges, del ammo4

* no empty file, remove meta component

* closet exceptions, storage visualizer fixes

* enable/disable decal through alt-verb

* Fix missed merge conflicts

* fix snap offset, button event handlers

* simpler order, fix snap loc string

* Remove PaintableViz.BaseRSI, no decal item, A-Z

* State-respecting UI, BUI updates, FTL fixes

* revert DecalPlacerWindow changes

* revert unwanted changes, cleanup function order

* Limit SprayPainterAmmo write access to AmmoSystem

* Remove PaintedSystem

* spray paint ammo lathe recipe, youtool listing

* category as a list, groups as subtabs

* Restore inhand copyright in meta.json

* empty spray painter, recipe produces an empty one

* allow alpha on spray painter decals

* add comments

* paintable wall lockers

* Restrict painting more objects

* Suggested event changes, event cleanup

* component comments, fix ammo inhands

* uncleanable decals, dirty styles on mapinit

* organize paintables, separate emergency/closet grp

* fix categories newline at EOF

* airlock group whitespace cleanup

* realphabetize

* Clean up EntityStorageViz merge conflict markers

* Apply requested changes

* Apply suggestions from sowelipililimute's review

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* betrayal most foul

* Remove members from EntityPaintedEvent

* No emerg. group, steelsec to secure, locker/closet

* Enable repainting the medical wall locker

* comments, no flags on PaintableVisuals

* Remove locked variants from closets/wall closets

* removable decals

* off value consistency

* can't paint away those bones

* fix precedence

* Remove AirlockDepartment, AirlockGroup protos

Both unused.

* whitelist consistency re: ammo component

* add standing emergency closet styles

* alphabetize the spray painter listings

---------

Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
2025-07-10 20:36:57 -04:00

97 lines
3.3 KiB
C#

using Content.Shared.Decals;
using Content.Shared.SprayPainter;
using Content.Shared.SprayPainter.Components;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Prototypes;
namespace Content.Client.SprayPainter.UI;
/// <summary>
/// A BUI for a spray painter. Allows selecting pipe colours, decals, and paintable object types sorted by category.
/// </summary>
public sealed class SprayPainterBoundUserInterface(EntityUid owner, Enum uiKey) : BoundUserInterface(owner, uiKey)
{
[ViewVariables]
private SprayPainterWindow? _window;
protected override void Open()
{
base.Open();
if (_window == null)
{
_window = this.CreateWindow<SprayPainterWindow>();
_window.OnSpritePicked += OnSpritePicked;
_window.OnSetPipeColor += OnSetPipeColor;
_window.OnTabChanged += OnTabChanged;
_window.OnDecalChanged += OnDecalChanged;
_window.OnDecalColorChanged += OnDecalColorChanged;
_window.OnDecalAngleChanged += OnDecalAngleChanged;
_window.OnDecalSnapChanged += OnDecalSnapChanged;
}
var sprayPainter = EntMan.System<SprayPainterSystem>();
_window.PopulateCategories(sprayPainter.PaintableStylesByGroup, sprayPainter.PaintableGroupsByCategory, sprayPainter.Decals);
Update();
if (EntMan.TryGetComponent(Owner, out SprayPainterComponent? sprayPainterComp))
_window.SetSelectedTab(sprayPainterComp.SelectedTab);
}
public override void Update()
{
if (_window == null)
return;
if (!EntMan.TryGetComponent(Owner, out SprayPainterComponent? sprayPainter))
return;
_window.PopulateColors(sprayPainter.ColorPalette);
if (sprayPainter.PickedColor != null)
_window.SelectColor(sprayPainter.PickedColor);
_window.SetSelectedStyles(sprayPainter.StylesByGroup);
_window.SetSelectedDecal(sprayPainter.SelectedDecal);
_window.SetDecalAngle(sprayPainter.SelectedDecalAngle);
_window.SetDecalColor(sprayPainter.SelectedDecalColor);
_window.SetDecalSnap(sprayPainter.SnapDecals);
}
private void OnDecalSnapChanged(bool snap)
{
SendPredictedMessage(new SprayPainterSetDecalSnapMessage(snap));
}
private void OnDecalAngleChanged(int angle)
{
SendPredictedMessage(new SprayPainterSetDecalAngleMessage(angle));
}
private void OnDecalColorChanged(Color? color)
{
SendPredictedMessage(new SprayPainterSetDecalColorMessage(color));
}
private void OnDecalChanged(ProtoId<DecalPrototype> protoId)
{
SendPredictedMessage(new SprayPainterSetDecalMessage(protoId));
}
private void OnTabChanged(int index, bool isSelectedTabWithDecals)
{
SendPredictedMessage(new SprayPainterTabChangedMessage(index, isSelectedTabWithDecals));
}
private void OnSpritePicked(string group, string style)
{
SendPredictedMessage(new SprayPainterSetPaintableStyleMessage(group, style));
}
private void OnSetPipeColor(ItemList.ItemListSelectedEventArgs args)
{
var key = _window?.IndexToColorKey(args.ItemIndex);
SendPredictedMessage(new SprayPainterSetPipeColorMessage(key));
}
}