Files
tbd-station-14/Content.Client/SensorMonitoring/SensorMonitoringWindow.xaml.cs
Brandon Li 545cacbcae StyleNano removal: Palette system and Sheetlets (#29903)
* Apply patch 1777eea9a4..6b32bb2b14

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* make red squiggly line go away

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* Add todo list

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* Add palette to `TextureButton`

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* Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet`

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* migrate `ContextMenu` styles

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* Update todo

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* tweak NT colors

* New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet`

* Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons`

* move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly

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* tweak color & update todo

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* chat is this real (update chat palette)

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* Update todo

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* `SmallButton` and remove some obsolete things from `StyleNano`

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* rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead

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* replace `ButtonColorGreen` with `Positive`

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* `Placeholder`

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* Examine popup buttons

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* move over more things & cleanup `StyleNano` more (under 1000 lines!!!!)

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* Remove some more redundant stuff

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* Undo style change for chat window

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* paper editing works now

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* `OptionButton` styles

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* `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup

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* fix `ActionButton` not having highlighting

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* remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format

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* `ButtonBig` and more cleanup

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* Move items inheriting from `ISheetletConfig` into their own directory

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* Cleanup & move `Label` styles

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* Action search box styles

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* Moved, stuff is

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* rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!)

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* yap & move over MORE stuff (just like one thing left!!!)

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* Change status classes to appropriate existing classes

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* remove remaining references to `StyleNano`

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* Fix some hardcoding & broken code, `GetFromControl`

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* Scrollbars!

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* chores

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* clean up `StyleClass.cs`

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* `ItemListSheetlet` refactor

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* more chores!

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* Consistency w/ directory structure

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* Move `MainMenuSheetlet`

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* `ColorPalette`

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* whoopsie

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* Remove most sheet-specific sheetlets

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* fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys)

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* yap

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* MASSIVE resharper skill issue

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* actually use `ISheetletConfig`

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* have specific sheetlet be specific

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* `GetResourceOr`

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* cleanup & move / remove `IPalette`s

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* actually do specific stylesheets correctly & fix tooltips

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* cleanup & logging

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* Move `FontKind` and `FontKindExtensions` to their own files

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* rename `InterfaceStylesheet` to `SystemStylesheet`

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* change `ButtonHovered` etc to `PseudoHovered` etc

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* give the palettes fun names

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* `StyleSpace` is no more

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* It should compile now! I am now going to bed (fr) if it fails it fails

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* make squiggly red line go away

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>

* add additional type restrictions to sheetlets

* `CommonStylesheet`

* minor cleanup

* Make `GetSheetletRules` not horrible

* wait this was duplicating style rules. oops!

* move some sheetlets to their associated xamls

* oh wait apparently that was important

* review pass 1

* review pass 2 (font & color stuff)

* review pass 3: remove unused stuff / filename fix

* fix warnings & "replace cast with explicit variable type"

* move `Palette` stuff to its own directory

* tweak colors (they're different now that I actually fixed the OKlab thing)

* review pass 4: little things

* make window close button grey before hovering

* refactor `HLine` to make it less terrible and allow it to be styled

* fix `NanoHeading` (it's been broken for a while whoops) and cleanup hardcoding

* band-aid missing references in `StyleNano`

* move `StyleBox` generating functions out of `IButtonSheetlet` into `StyleBoxHelper`

* remove dictionary field from `IStylesheetManager`

* Add check for unloaded sheetlets

* style tweaks to satisfy OCD

* I somehow missed this: `Caution` styleclass replaced with `negative`, refactor `PowerChargeWindow`

* tweak palettes for like the fourth time

* construct `StyleNano` / `StyleSpace` in `StylesheetManager` and mark them as obsolete

* rename `BackgroundPanel` classes for consistency

* tweak window / `ListContainer`

* oh right you use `///` not `/**`

* font system is bad, make it temporary

* acknowledge Divider funkyness

* remove use of class `Disabled`

* `ColorPalette` allow overriding colors with brace initialization

* review pass again

* tweak disabled button colors

* `StatusPalette` tweaks

* typo

* Make squiggly red line go away

* Delete `Redux`

* Remove all references to `Redux`

* make red less radioactive

* Store stylesheet name inside stylesheet class

* fix merge errors

* use RT's Oklab support instead

* shuffle around `StylesheetManager` fields

* apply stylesheets based off `StylesheetComponent`

* simplify `ColorPalette` construction

* add todo for `SheetletConfigType`

* `OptionButton` has a background color now

* fix disabled buttons

* sigh (red color palette fixed)

* make `ItemList` use primary palette

* Revert "apply stylesheets based off `StylesheetComponent`"

This reverts commit c05b147da845f6e04ff33d1cbd91a18a92c676d7.

* dead code removal

* buttons are green when pressed (we need togglebuttons)

---------

Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
2025-10-19 21:10:44 +00:00

289 lines
9.6 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Client.Computer;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.SensorMonitoring;
using JetBrains.Annotations;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Timing;
using ConsoleUIState = Content.Shared.SensorMonitoring.SensorMonitoringConsoleBoundInterfaceState;
using IncrementalUIState = Content.Shared.SensorMonitoring.SensorMonitoringIncrementalUpdate;
namespace Content.Client.SensorMonitoring;
[GenerateTypedNameReferences]
public sealed partial class SensorMonitoringWindow : FancyWindow, IComputerWindow<ConsoleUIState>
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ILocalizationManager _loc = default!;
private TimeSpan _retentionTime;
private readonly Dictionary<int, SensorData> _sensorData = new();
/// <summary>
/// <para>A shared array used to store vertices for drawing graphs in <see cref="GraphView"/>.
/// Prevents excessive allocations by reusing the same array across multiple graph views.</para>
/// <para>This effectively makes it so that each <see cref="SensorMonitoringWindow"/> has its own pooled array.</para>
/// </summary>
private Vector2[] _sharedVertices = [];
/// <summary>
/// Retrieves a shared array of vertices, ensuring that it has at least the requested size.
/// Assigns a new array of the requested size if the current shared array is smaller than the requested size.
/// </summary>
/// <param name="requestedSize">The minimum number of vertices required in the shared array.</param>
/// <returns>An array of <see cref="System.Numerics.Vector2"/> representing the shared vertices.</returns>
/// <remarks>This does not prevent other threads from accessing the same shared pool.</remarks>
public Vector2[] GetSharedVertices(int requestedSize)
{
if (_sharedVertices.Length < requestedSize)
{
_sharedVertices = new Vector2[requestedSize];
}
return _sharedVertices;
}
public SensorMonitoringWindow()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
}
public void UpdateState(ConsoleUIState state)
{
_retentionTime = state.RetentionTime;
_sensorData.Clear();
foreach (var netSensor in state.Sensors)
{
var sensor = new SensorData
{
Name = netSensor.Name,
Address = netSensor.Address,
DeviceType = netSensor.DeviceType
};
_sensorData.Add(netSensor.NetId, sensor);
foreach (var netStream in netSensor.Streams)
{
var stream = new SensorStream
{
Name = netStream.Name,
Unit = netStream.Unit
};
sensor.Streams.Add(netStream.NetId, stream);
foreach (var sample in netStream.Samples)
{
stream.Samples.Enqueue(sample);
}
}
}
Update();
}
public void ReceiveMessage(BoundUserInterfaceMessage message)
{
if (message is not IncrementalUIState incremental)
return;
foreach (var removed in incremental.RemovedSensors)
{
_sensorData.Remove(removed);
}
foreach (var netSensor in incremental.Sensors)
{
// TODO: Fuck this doesn't work if a sensor is added while the UI is open.
if (!_sensorData.TryGetValue(netSensor.NetId, out var sensor))
continue;
foreach (var netStream in netSensor.Streams)
{
// TODO: Fuck this doesn't work if a stream is added while the UI is open.
if (!sensor.Streams.TryGetValue(netStream.NetId, out var stream))
continue;
foreach (var (time, value) in netStream.Samples)
{
stream.Samples.Enqueue(new SensorSample(time + incremental.RelTime, value));
}
}
}
CullOldSamples();
Update();
}
private void Update()
{
Asdf.RemoveAllChildren();
var curTime = _gameTiming.CurTime;
var startTime = curTime - _retentionTime;
foreach (var sensor in _sensorData.Values)
{
var labelName = new Label { Text = sensor.Name, StyleClasses = { StyleClass.LabelHeading } };
var labelAddress = new Label
{
Text = sensor.Address,
Margin = new Thickness(4, 0),
VerticalAlignment = VAlignment.Bottom,
StyleClasses = { StyleClass.LabelWeak }
};
Asdf.AddChild(new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Horizontal, Children =
{
labelName,
labelAddress
}
});
foreach (var stream in sensor.Streams.Values)
{
var maxValue = stream.Samples.Max(x => x.Value);
// TODO: Better way to do this?
var lastSample = stream.Samples.Last();
Asdf.AddChild(new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Horizontal,
Children =
{
new Label { Text = stream.Name, StyleClasses = { "Monospace" }, HorizontalExpand = true },
new Label { Text = FormatValue(stream.Unit, lastSample.Value) }
}
});
Asdf.AddChild(new GraphView(stream.Samples, startTime, curTime, maxValue * 1.1f, this) { MinHeight = 150 });
Asdf.AddChild(new PanelContainer { StyleClasses = { StyleClass.LowDivider } });
}
}
}
private string FormatValue(SensorUnit unit, float value)
{
return _loc.GetString(
"sensor-monitoring-value-display",
("unit", unit.ToString()),
("value", value));
}
private void CullOldSamples()
{
var startTime = _gameTiming.CurTime - _retentionTime;
foreach (var sensor in _sensorData.Values)
{
foreach (var stream in sensor.Streams.Values)
{
while (stream.Samples.TryPeek(out var sample) && sample.Time < startTime)
{
stream.Samples.Dequeue();
}
}
}
}
private sealed class SensorData
{
public string Name = "";
public string Address = "";
public SensorDeviceType DeviceType;
public readonly Dictionary<int, SensorStream> Streams = new();
}
private sealed class SensorStream
{
public string Name = "";
public SensorUnit Unit;
public readonly Queue<SensorSample> Samples = new();
}
private sealed class GraphView : Control
{
private readonly Queue<SensorSample> _samples;
private readonly TimeSpan _startTime;
private readonly TimeSpan _curTime;
private readonly float _maxY;
private readonly SensorMonitoringWindow _parentWindow;
public GraphView(Queue<SensorSample> samples,
TimeSpan startTime,
TimeSpan curTime,
float maxY,
SensorMonitoringWindow parentWindow)
{
_samples = samples;
_startTime = startTime;
_curTime = curTime;
_maxY = maxY;
RectClipContent = true;
_parentWindow = parentWindow;
}
protected override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
var window = (float)(_curTime - _startTime).TotalSeconds;
var countVtx = 0;
var lastPoint = new Vector2(float.NaN, float.NaN);
var requiredVertices = 6 * (_samples.Count - 1);
var vertices = _parentWindow.GetSharedVertices(requiredVertices);
foreach (var (time, sample) in _samples)
{
var relTime = (float)(time - _startTime).TotalSeconds;
var posY = PixelHeight - (sample / _maxY) * PixelHeight;
var posX = (relTime / window) * PixelWidth;
var newPoint = new Vector2(posX, posY);
if (float.IsFinite(lastPoint.X))
{
handle.DrawLine(lastPoint, newPoint, Color.White);
vertices[countVtx++] = lastPoint;
vertices[countVtx++] = lastPoint with { Y = PixelHeight };
vertices[countVtx++] = newPoint;
vertices[countVtx++] = newPoint;
vertices[countVtx++] = lastPoint with { Y = PixelHeight };
vertices[countVtx++] = newPoint with { Y = PixelHeight };
}
lastPoint = newPoint;
}
handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList,
vertices.AsSpan(0, countVtx),
Color.White.WithAlpha(0.1f));
}
}
}
[UsedImplicitly]
public sealed class
SensorMonitoringConsoleBoundUserInterface : ComputerBoundUserInterface<SensorMonitoringWindow, ConsoleUIState>
{
public SensorMonitoringConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
}
}