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tbd-station-14/Content.Client/UserInterface/Systems/Ghost/Controls/Roles/GhostRoleButtonsBox.xaml.cs
MilenVolf cc3a19c212 Collapsible ghost roles menu (#32717)
* Make ghost roles collapsible

* Save `BodyVisible` state of each `Collapsible` box

* Make ghost role collapsible only when group has more than 1 role

* Make it a little prettier

* Make only ghost role buttons collapsible

* Apply requested changes

* Typo

* Small cleanup

* Store in list, instead of iterating

* Make unique ids more unique

* Move it out of the cycle

* Make _collapsibleBoxes into dictionary and use key instead of Collapsible boxes names

Added TODO. So after the problem will be fixed in `GhostRolesEui`, it should be mirrored and fixed here too.

* Put TODO in GhostRolesEui. I guess Issue must be made for this

* Use HashSet instead of Dictionary as suggested. Invert the HashSet, so being present means it uncollapsed

I decided to invert HashSet to _uncollapsedStates, because players surely will have more collapsed buttons than opened, so we optimise memory usage a little bit.

* Remove extra space from ghost roles window

* Add buttons stretching. Size 3:1
2024-11-04 01:49:42 +01:00

56 lines
2.1 KiB
C#

using System.Numerics;
using Content.Shared.Ghost.Roles;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface.Systems.Ghost.Controls.Roles
{
[GenerateTypedNameReferences]
public sealed partial class GhostRoleButtonsBox : BoxContainer
{
private SpriteSystem _spriteSystem;
public event Action<GhostRoleInfo>? OnRoleSelected;
public event Action<GhostRoleInfo>? OnRoleFollow;
public GhostRoleButtonsBox(bool hasAccess, FormattedMessage? reason, IEnumerable<GhostRoleInfo> roles, SpriteSystem spriteSystem)
{
RobustXamlLoader.Load(this);
_spriteSystem = spriteSystem;
foreach (var role in roles)
{
var button = new GhostRoleEntryButtons(role);
button.RequestButton.OnPressed += _ => OnRoleSelected?.Invoke(role);
button.FollowButton.OnPressed += _ => OnRoleFollow?.Invoke(role);
if (!hasAccess)
{
button.RequestButton.Disabled = true;
if (reason != null && !reason.IsEmpty)
{
var tooltip = new Tooltip();
tooltip.SetMessage(reason);
button.RequestButton.TooltipSupplier = _ => tooltip;
}
button.RequestButton.AddChild(new TextureRect
{
TextureScale = new Vector2(0.4f, 0.4f),
Stretch = TextureRect.StretchMode.KeepCentered,
Texture = _spriteSystem.Frame0(new SpriteSpecifier.Texture(new ("/Textures/Interface/Nano/lock.svg.192dpi.png"))),
HorizontalExpand = true,
HorizontalAlignment = HAlignment.Right,
});
}
Buttons.AddChild(button);
}
}
}
}