Files
tbd-station-14/Content.Client/Construction/UI/ConstructionMenuPresenter.cs
Artjom 881c2323fd Favorites tab for the construction menu (#26347)
* Added fovarite button

* Some fixes in xaml

* added some events for favorite recipes

* set methods for presenter

* fixes for  presenter

* added translates

* reset seach when you select any category

* added some margins

* some fixes from compared

* fixed PR notes about arrays

* deleted controls & margins

* did simpleer with arrays

* review

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-06-29 14:10:00 +10:00

505 lines
18 KiB
C#

using System.Linq;
using Content.Client.UserInterface.Systems.MenuBar.Widgets;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Tag;
using Content.Shared.Whitelist;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Placement;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.Utility;
using Robust.Shared.Enums;
using Robust.Shared.Graphics;
using Robust.Shared.Prototypes;
using static Robust.Client.UserInterface.Controls.BaseButton;
namespace Content.Client.Construction.UI
{
/// <summary>
/// This class presents the Construction/Crafting UI to the client, linking the <see cref="ConstructionSystem" /> with the
/// model. This is where the bulk of UI work is done, either calling functions in the model to change state, or collecting
/// data out of the model to *present* to the screen though the UI framework.
/// </summary>
internal sealed class ConstructionMenuPresenter : IDisposable
{
[Dependency] private readonly EntityManager _entManager = default!;
[Dependency] private readonly IEntitySystemManager _systemManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlacementManager _placementManager = default!;
[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
private readonly IConstructionMenuView _constructionView;
private readonly EntityWhitelistSystem _whitelistSystem;
private ConstructionSystem? _constructionSystem;
private ConstructionPrototype? _selected;
private List<ConstructionPrototype> _favoritedRecipes = [];
private string _selectedCategory = string.Empty;
private string _favoriteCatName = "construction-category-favorites";
private string _forAllCategoryName = "construction-category-all";
private bool CraftingAvailable
{
get => _uiManager.GetActiveUIWidget<GameTopMenuBar>().CraftingButton.Visible;
set
{
_uiManager.GetActiveUIWidget<GameTopMenuBar>().CraftingButton.Visible = value;
if (!value)
_constructionView.Close();
}
}
/// <summary>
/// Does the window have focus? If the window is closed, this will always return false.
/// </summary>
private bool IsAtFront => _constructionView.IsOpen && _constructionView.IsAtFront();
private bool WindowOpen
{
get => _constructionView.IsOpen;
set
{
if (value && CraftingAvailable)
{
if (_constructionView.IsOpen)
_constructionView.MoveToFront();
else
_constructionView.OpenCentered();
if (_selected != null)
PopulateInfo(_selected);
}
else
_constructionView.Close();
}
}
/// <summary>
/// Constructs a new instance of <see cref="ConstructionMenuPresenter" />.
/// </summary>
public ConstructionMenuPresenter()
{
// This is a lot easier than a factory
IoCManager.InjectDependencies(this);
_constructionView = new ConstructionMenu();
_whitelistSystem = _entManager.System<EntityWhitelistSystem>();
// This is required so that if we load after the system is initialized, we can bind to it immediately
if (_systemManager.TryGetEntitySystem<ConstructionSystem>(out var constructionSystem))
SystemBindingChanged(constructionSystem);
_systemManager.SystemLoaded += OnSystemLoaded;
_systemManager.SystemUnloaded += OnSystemUnloaded;
_placementManager.PlacementChanged += OnPlacementChanged;
_constructionView.OnClose += () => _uiManager.GetActiveUIWidget<GameTopMenuBar>().CraftingButton.Pressed = false;
_constructionView.ClearAllGhosts += (_, _) => _constructionSystem?.ClearAllGhosts();
_constructionView.PopulateRecipes += OnViewPopulateRecipes;
_constructionView.RecipeSelected += OnViewRecipeSelected;
_constructionView.BuildButtonToggled += (_, b) => BuildButtonToggled(b);
_constructionView.EraseButtonToggled += (_, b) =>
{
if (_constructionSystem is null) return;
if (b) _placementManager.Clear();
_placementManager.ToggleEraserHijacked(new ConstructionPlacementHijack(_constructionSystem, null));
_constructionView.EraseButtonPressed = b;
};
_constructionView.RecipeFavorited += (_, _) => OnViewFavoriteRecipe();
PopulateCategories();
OnViewPopulateRecipes(_constructionView, (string.Empty, string.Empty));
}
public void OnHudCraftingButtonToggled(ButtonToggledEventArgs args)
{
WindowOpen = args.Pressed;
}
/// <inheritdoc />
public void Dispose()
{
_constructionView.Dispose();
SystemBindingChanged(null);
_systemManager.SystemLoaded -= OnSystemLoaded;
_systemManager.SystemUnloaded -= OnSystemUnloaded;
_placementManager.PlacementChanged -= OnPlacementChanged;
}
private void OnPlacementChanged(object? sender, EventArgs e)
{
_constructionView.ResetPlacement();
}
private void OnViewRecipeSelected(object? sender, ItemList.Item? item)
{
if (item is null)
{
_selected = null;
_constructionView.ClearRecipeInfo();
return;
}
_selected = (ConstructionPrototype) item.Metadata!;
if (_placementManager.IsActive && !_placementManager.Eraser) UpdateGhostPlacement();
PopulateInfo(_selected);
}
private void OnViewPopulateRecipes(object? sender, (string search, string catagory) args)
{
var (search, category) = args;
var recipesList = _constructionView.Recipes;
recipesList.Clear();
var recipes = new List<ConstructionPrototype>();
var isEmptyCategory = string.IsNullOrEmpty(category) || category == _forAllCategoryName;
if (isEmptyCategory)
_selectedCategory = string.Empty;
else
_selectedCategory = category;
foreach (var recipe in _prototypeManager.EnumeratePrototypes<ConstructionPrototype>())
{
if (recipe.Hide)
continue;
if (_playerManager.LocalSession == null
|| _playerManager.LocalEntity == null
|| _whitelistSystem.IsWhitelistFail(recipe.EntityWhitelist, _playerManager.LocalEntity.Value))
continue;
if (!string.IsNullOrEmpty(search))
{
if (!recipe.Name.ToLowerInvariant().Contains(search.Trim().ToLowerInvariant()))
continue;
}
if (!isEmptyCategory)
{
if (category == _favoriteCatName)
{
if (!_favoritedRecipes.Contains(recipe))
{
continue;
}
}
else if (recipe.Category != category)
{
continue;
}
}
recipes.Add(recipe);
}
recipes.Sort((a, b) => string.Compare(a.Name, b.Name, StringComparison.InvariantCulture));
foreach (var recipe in recipes)
{
recipesList.Add(GetItem(recipe, recipesList));
}
// There is apparently no way to set which
}
private void PopulateCategories(string? selectCategory = null)
{
var uniqueCategories = new HashSet<string>();
foreach (var prototype in _prototypeManager.EnumeratePrototypes<ConstructionPrototype>())
{
var category = prototype.Category;
if (!string.IsNullOrEmpty(category))
uniqueCategories.Add(category);
}
var isFavorites = _favoritedRecipes.Count > 0;
var categoriesArray = new string[isFavorites ? uniqueCategories.Count + 2 : uniqueCategories.Count + 1];
// hard-coded to show all recipes
var idx = 0;
categoriesArray[idx++] = _forAllCategoryName;
// hard-coded to show favorites if it need
if (isFavorites)
{
categoriesArray[idx++] = _favoriteCatName;
}
var sortedProtoCategories = uniqueCategories.OrderBy(Loc.GetString);
foreach (var cat in sortedProtoCategories)
{
categoriesArray[idx++] = cat;
}
_constructionView.OptionCategories.Clear();
for (var i = 0; i < categoriesArray.Length; i++)
{
_constructionView.OptionCategories.AddItem(Loc.GetString(categoriesArray[i]), i);
if (!string.IsNullOrEmpty(selectCategory) && selectCategory == categoriesArray[i])
_constructionView.OptionCategories.SelectId(i);
}
_constructionView.Categories = categoriesArray;
}
private void PopulateInfo(ConstructionPrototype prototype)
{
var spriteSys = _systemManager.GetEntitySystem<SpriteSystem>();
_constructionView.ClearRecipeInfo();
_constructionView.SetRecipeInfo(
prototype.Name, prototype.Description, spriteSys.Frame0(prototype.Icon),
prototype.Type != ConstructionType.Item,
!_favoritedRecipes.Contains(prototype));
var stepList = _constructionView.RecipeStepList;
GenerateStepList(prototype, stepList);
}
private void GenerateStepList(ConstructionPrototype prototype, ItemList stepList)
{
if (_constructionSystem?.GetGuide(prototype) is not { } guide)
return;
var spriteSys = _systemManager.GetEntitySystem<SpriteSystem>();
foreach (var entry in guide.Entries)
{
var text = entry.Arguments != null
? Loc.GetString(entry.Localization, entry.Arguments) : Loc.GetString(entry.Localization);
if (entry.EntryNumber is { } number)
{
text = Loc.GetString("construction-presenter-step-wrapper",
("step-number", number), ("text", text));
}
// The padding needs to be applied regardless of text length... (See PadLeft documentation)
text = text.PadLeft(text.Length + entry.Padding);
var icon = entry.Icon != null ? spriteSys.Frame0(entry.Icon) : Texture.Transparent;
stepList.AddItem(text, icon, false);
}
}
private static ItemList.Item GetItem(ConstructionPrototype recipe, ItemList itemList)
{
return new(itemList)
{
Metadata = recipe,
Text = recipe.Name,
Icon = recipe.Icon.Frame0(),
TooltipEnabled = true,
TooltipText = recipe.Description
};
}
private void BuildButtonToggled(bool pressed)
{
if (pressed)
{
if (_selected == null) return;
// not bound to a construction system
if (_constructionSystem is null)
{
_constructionView.BuildButtonPressed = false;
return;
}
if (_selected.Type == ConstructionType.Item)
{
_constructionSystem.TryStartItemConstruction(_selected.ID);
_constructionView.BuildButtonPressed = false;
return;
}
_placementManager.BeginPlacing(new PlacementInformation
{
IsTile = false,
PlacementOption = _selected.PlacementMode
}, new ConstructionPlacementHijack(_constructionSystem, _selected));
UpdateGhostPlacement();
}
else
_placementManager.Clear();
_constructionView.BuildButtonPressed = pressed;
}
private void UpdateGhostPlacement()
{
if (_selected == null)
return;
if (_selected.Type != ConstructionType.Structure)
{
_placementManager.Clear();
return;
}
var constructSystem = _systemManager.GetEntitySystem<ConstructionSystem>();
_placementManager.BeginPlacing(new PlacementInformation()
{
IsTile = false,
PlacementOption = _selected.PlacementMode,
}, new ConstructionPlacementHijack(constructSystem, _selected));
_constructionView.BuildButtonPressed = true;
}
private void OnSystemLoaded(object? sender, SystemChangedArgs args)
{
if (args.System is ConstructionSystem system) SystemBindingChanged(system);
}
private void OnSystemUnloaded(object? sender, SystemChangedArgs args)
{
if (args.System is ConstructionSystem) SystemBindingChanged(null);
}
private void OnViewFavoriteRecipe()
{
if (_selected is not ConstructionPrototype recipe)
return;
if (!_favoritedRecipes.Remove(_selected))
_favoritedRecipes.Add(_selected);
if (_selectedCategory == _favoriteCatName)
{
if (_favoritedRecipes.Count > 0)
OnViewPopulateRecipes(_constructionView, (string.Empty, _favoriteCatName));
else
OnViewPopulateRecipes(_constructionView, (string.Empty, string.Empty));
}
PopulateInfo(_selected);
PopulateCategories(_selectedCategory);
}
private void SystemBindingChanged(ConstructionSystem? newSystem)
{
if (newSystem is null)
{
if (_constructionSystem is null)
return;
UnbindFromSystem();
}
else
{
if (_constructionSystem is null)
{
BindToSystem(newSystem);
return;
}
UnbindFromSystem();
BindToSystem(newSystem);
}
}
private void BindToSystem(ConstructionSystem system)
{
_constructionSystem = system;
system.ToggleCraftingWindow += SystemOnToggleMenu;
system.FlipConstructionPrototype += SystemFlipConstructionPrototype;
system.CraftingAvailabilityChanged += SystemCraftingAvailabilityChanged;
system.ConstructionGuideAvailable += SystemGuideAvailable;
if (_uiManager.GetActiveUIWidgetOrNull<GameTopMenuBar>() != null)
{
CraftingAvailable = system.CraftingEnabled;
}
}
private void UnbindFromSystem()
{
var system = _constructionSystem;
if (system is null)
throw new InvalidOperationException();
system.ToggleCraftingWindow -= SystemOnToggleMenu;
system.FlipConstructionPrototype -= SystemFlipConstructionPrototype;
system.CraftingAvailabilityChanged -= SystemCraftingAvailabilityChanged;
system.ConstructionGuideAvailable -= SystemGuideAvailable;
_constructionSystem = null;
}
private void SystemCraftingAvailabilityChanged(object? sender, CraftingAvailabilityChangedArgs e)
{
if (_uiManager.ActiveScreen == null)
return;
CraftingAvailable = e.Available;
}
private void SystemOnToggleMenu(object? sender, EventArgs eventArgs)
{
if (!CraftingAvailable)
return;
if (WindowOpen)
{
if (IsAtFront)
{
WindowOpen = false;
_uiManager.GetActiveUIWidget<GameTopMenuBar>().CraftingButton.SetClickPressed(false); // This does not call CraftingButtonToggled
}
else
_constructionView.MoveToFront();
}
else
{
WindowOpen = true;
_uiManager.GetActiveUIWidget<GameTopMenuBar>().CraftingButton.SetClickPressed(true); // This does not call CraftingButtonToggled
}
}
private void SystemFlipConstructionPrototype(object? sender, EventArgs eventArgs)
{
if (!_placementManager.IsActive || _placementManager.Eraser)
{
return;
}
if (_selected == null || _selected.Mirror == null)
{
return;
}
_selected = _prototypeManager.Index<ConstructionPrototype>(_selected.Mirror);
UpdateGhostPlacement();
}
private void SystemGuideAvailable(object? sender, string e)
{
if (!CraftingAvailable)
return;
if (!WindowOpen)
return;
if (_selected == null)
return;
PopulateInfo(_selected);
}
}
}