* Always display item status panel fully Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that. * Fix item status middle hand being on the wrong side I think I switched this around when fixing the left/right being inverted in the UI code. * Minor status panel UI tweaks Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps. Clip contents for panel * Fix clipping on implanters and network configurators. Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text. * Update visibility of item status panels based on whether you have hands at all. This avoids UI for borgs looking silly. Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code. * Use BulletRender for laser guns too. Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now. This involved generalizing BulletRender a bit so it can be used for not-just-bullets. * Fix geiger word wrapping if you're really fucked
168 lines
5.0 KiB
C#
168 lines
5.0 KiB
C#
using Content.Client.Items;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Inventory.VirtualItem;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.UserInterface.Systems.Inventory.Controls;
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[GenerateTypedNameReferences]
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public sealed partial class ItemStatusPanel : Control
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[ViewVariables] private EntityUid? _entity;
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// Tracked so we can re-run SetSide() if the theme changes.
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private HandUILocation _side;
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public ItemStatusPanel()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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}
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public void SetSide(HandUILocation location)
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{
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// AN IMPORTANT REMINDER ABOUT THIS CODE:
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// In the UI, the RIGHT hand is on the LEFT on the screen.
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// So that a character facing DOWN matches the hand positions.
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Texture? texture;
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Texture? textureHighlight;
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StyleBox.Margin cutOut;
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StyleBox.Margin flat;
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Thickness contentMargin;
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switch (location)
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{
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case HandUILocation.Right:
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texture = Theme.ResolveTexture("item_status_right");
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textureHighlight = Theme.ResolveTexture("item_status_right_highlight");
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cutOut = StyleBox.Margin.Left;
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flat = StyleBox.Margin.Right;
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contentMargin = MarginFromThemeColor("_itemstatus_content_margin_right");
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break;
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case HandUILocation.Left:
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texture = Theme.ResolveTexture("item_status_left");
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textureHighlight = Theme.ResolveTexture("item_status_left_highlight");
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cutOut = StyleBox.Margin.Right;
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flat = StyleBox.Margin.Left;
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contentMargin = MarginFromThemeColor("_itemstatus_content_margin_left");
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(location), location, null);
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}
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Contents.Margin = contentMargin;
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var panel = (StyleBoxTexture) Panel.PanelOverride!;
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panel.Texture = texture;
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panel.SetPatchMargin(flat, 4);
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panel.SetPatchMargin(cutOut, 7);
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var panelHighlight = (StyleBoxTexture) HighlightPanel.PanelOverride!;
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panelHighlight.Texture = textureHighlight;
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panelHighlight.SetPatchMargin(flat, 4);
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panelHighlight.SetPatchMargin(cutOut, 7);
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_side = location;
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}
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private Thickness MarginFromThemeColor(string itemName)
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{
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// This is the worst thing I've ever programmed
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// (can you tell I'm a graphics programmer?)
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// (the margin needs to change depending on the UI theme, so we use a fake color entry to store the value)
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var color = Theme.ResolveColorOrSpecified(itemName);
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return new Thickness(color.RByte, color.GByte, color.BByte, color.AByte);
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}
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protected override void OnThemeUpdated()
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{
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SetSide(_side);
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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UpdateItemName();
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}
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public void Update(EntityUid? entity)
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{
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ItemNameLabel.Visible = entity != null;
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NoItemLabel.Visible = entity == null;
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if (entity == null)
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{
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ItemNameLabel.Text = "";
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ClearOldStatus();
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_entity = null;
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return;
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}
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if (entity != _entity)
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{
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_entity = entity.Value;
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BuildNewEntityStatus();
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UpdateItemName();
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}
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}
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public void UpdateHighlight(bool highlight)
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{
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HighlightPanel.Visible = highlight;
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}
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private void UpdateItemName()
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{
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if (_entity == null)
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return;
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if (!_entityManager.TryGetComponent<MetaDataComponent>(_entity, out var meta) || meta.Deleted)
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{
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Update(null);
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return;
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}
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if (_entityManager.TryGetComponent(_entity, out VirtualItemComponent? virtualItem)
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&& _entityManager.EntityExists(virtualItem.BlockingEntity))
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{
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// Uses identity because we can be blocked by pulling someone
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ItemNameLabel.Text = Identity.Name(virtualItem.BlockingEntity, _entityManager);
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}
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else
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{
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ItemNameLabel.Text = Identity.Name(_entity.Value, _entityManager);
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}
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}
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private void ClearOldStatus()
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{
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StatusContents.RemoveAllChildren();
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}
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private void BuildNewEntityStatus()
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{
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DebugTools.AssertNotNull(_entity);
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ClearOldStatus();
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var collectMsg = new ItemStatusCollectMessage();
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_entityManager.EventBus.RaiseLocalEvent(_entity!.Value, collectMsg, true);
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foreach (var control in collectMsg.Controls)
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{
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StatusContents.AddChild(control);
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}
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}
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}
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