* Apply patch 1777eea9a4..6b32bb2b14
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* make red squiggly line go away
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Add todo list
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Add palette to `TextureButton`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* migrate `ContextMenu` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* tweak NT colors
* New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet`
* Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons`
* move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* tweak color & update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* chat is this real (update chat palette)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `SmallButton` and remove some obsolete things from `StyleNano`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* replace `ButtonColorGreen` with `Positive`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `Placeholder`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Examine popup buttons
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* move over more things & cleanup `StyleNano` more (under 1000 lines!!!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Remove some more redundant stuff
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Undo style change for chat window
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* paper editing works now
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `OptionButton` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* fix `ActionButton` not having highlighting
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ButtonBig` and more cleanup
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move items inheriting from `ISheetletConfig` into their own directory
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Cleanup & move `Label` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Action search box styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Moved, stuff is
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* yap & move over MORE stuff (just like one thing left!!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Change status classes to appropriate existing classes
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* remove remaining references to `StyleNano`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Fix some hardcoding & broken code, `GetFromControl`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Scrollbars!
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* chores
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* clean up `StyleClass.cs`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ItemListSheetlet` refactor
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* more chores!
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Consistency w/ directory structure
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move `MainMenuSheetlet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ColorPalette`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* whoopsie
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Remove most sheet-specific sheetlets
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* yap
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* MASSIVE resharper skill issue
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* actually use `ISheetletConfig`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* have specific sheetlet be specific
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `GetResourceOr`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* cleanup & move / remove `IPalette`s
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* actually do specific stylesheets correctly & fix tooltips
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* cleanup & logging
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move `FontKind` and `FontKindExtensions` to their own files
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `InterfaceStylesheet` to `SystemStylesheet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* change `ButtonHovered` etc to `PseudoHovered` etc
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* give the palettes fun names
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `StyleSpace` is no more
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* 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>
259 lines
7.6 KiB
C#
259 lines
7.6 KiB
C#
using System.Linq;
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using Content.Client.CharacterInfo;
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using Content.Client.Gameplay;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Systems.Character.Controls;
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using Content.Client.UserInterface.Systems.Character.Windows;
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using Content.Client.UserInterface.Systems.Objectives.Controls;
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using Content.Shared.Input;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Roles;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Content.Client.CharacterInfo.CharacterInfoSystem;
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using static Robust.Client.UserInterface.Controls.BaseButton;
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namespace Content.Client.UserInterface.Systems.Character;
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[UsedImplicitly]
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public sealed class CharacterUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>, IOnSystemChanged<CharacterInfoSystem>
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{
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[Dependency] private readonly IEntityManager _ent = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[UISystemDependency] private readonly CharacterInfoSystem _characterInfo = default!;
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[UISystemDependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<MindRoleTypeChangedEvent>(OnRoleTypeChanged);
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}
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private CharacterWindow? _window;
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private MenuButton? CharacterButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.CharacterButton;
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public void OnStateEntered(GameplayState state)
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{
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DebugTools.Assert(_window == null);
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_window = UIManager.CreateWindow<CharacterWindow>();
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LayoutContainer.SetAnchorPreset(_window, LayoutContainer.LayoutPreset.CenterTop);
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_window.OnClose += DeactivateButton;
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_window.OnOpen += ActivateButton;
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenCharacterMenu,
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InputCmdHandler.FromDelegate(_ => ToggleWindow()))
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.Register<CharacterUIController>();
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}
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public void OnStateExited(GameplayState state)
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{
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if (_window != null)
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{
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_window.Close();
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_window = null;
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}
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CommandBinds.Unregister<CharacterUIController>();
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}
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public void OnSystemLoaded(CharacterInfoSystem system)
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{
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system.OnCharacterUpdate += CharacterUpdated;
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_player.LocalPlayerDetached += CharacterDetached;
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}
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public void OnSystemUnloaded(CharacterInfoSystem system)
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{
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system.OnCharacterUpdate -= CharacterUpdated;
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_player.LocalPlayerDetached -= CharacterDetached;
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}
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public void UnloadButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.OnPressed -= CharacterButtonPressed;
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}
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public void LoadButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.OnPressed += CharacterButtonPressed;
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}
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private void DeactivateButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.Pressed = false;
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}
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private void ActivateButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.Pressed = true;
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}
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private void CharacterUpdated(CharacterData data)
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{
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if (_window == null)
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{
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return;
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}
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var (entity, job, objectives, briefing, entityName) = data;
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_window.SpriteView.SetEntity(entity);
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UpdateRoleType();
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_window.NameLabel.Text = entityName;
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_window.SubText.Text = job;
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_window.Objectives.RemoveAllChildren();
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_window.ObjectivesLabel.Visible = objectives.Any();
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foreach (var (groupId, conditions) in objectives)
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{
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var objectiveControl = new CharacterObjectiveControl
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{
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Orientation = BoxContainer.LayoutOrientation.Vertical,
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Modulate = Color.Gray
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};
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var objectiveText = new FormattedMessage();
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objectiveText.TryAddMarkup(groupId, out _);
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var objectiveLabel = new RichTextLabel
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{
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StyleClasses = { StyleClass.TooltipTitle }
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};
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objectiveLabel.SetMessage(objectiveText);
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objectiveControl.AddChild(objectiveLabel);
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foreach (var condition in conditions)
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{
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var conditionControl = new ObjectiveConditionsControl();
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conditionControl.ProgressTexture.Texture = _sprite.Frame0(condition.Icon);
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conditionControl.ProgressTexture.Progress = condition.Progress;
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var titleMessage = new FormattedMessage();
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var descriptionMessage = new FormattedMessage();
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titleMessage.AddText(condition.Title);
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descriptionMessage.AddText(condition.Description);
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conditionControl.Title.SetMessage(titleMessage);
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conditionControl.Description.SetMessage(descriptionMessage);
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objectiveControl.AddChild(conditionControl);
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}
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_window.Objectives.AddChild(objectiveControl);
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}
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if (briefing != null)
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{
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var briefingControl = new ObjectiveBriefingControl();
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var text = new FormattedMessage();
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text.PushColor(Color.Yellow);
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text.AddText(briefing);
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briefingControl.Label.SetMessage(text);
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_window.Objectives.AddChild(briefingControl);
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}
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var controls = _characterInfo.GetCharacterInfoControls(entity);
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foreach (var control in controls)
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{
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_window.Objectives.AddChild(control);
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}
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_window.RolePlaceholder.Visible = briefing == null && !controls.Any() && !objectives.Any();
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}
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private void OnRoleTypeChanged(MindRoleTypeChangedEvent ev, EntitySessionEventArgs _)
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{
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UpdateRoleType();
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}
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private void UpdateRoleType()
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{
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if (_window == null || !_window.IsOpen)
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return;
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if (!_ent.TryGetComponent<MindContainerComponent>(_player.LocalEntity, out var container)
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|| container.Mind is null)
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return;
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if (!_ent.TryGetComponent<MindComponent>(container.Mind.Value, out var mind))
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return;
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if (!_prototypeManager.TryIndex(mind.RoleType, out var proto))
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Log.Error($"Player '{_player.LocalSession}' has invalid Role Type '{mind.RoleType}'. Displaying default instead");
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_window.RoleType.Text = Loc.GetString(proto?.Name ?? "role-type-crew-aligned-name");
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_window.RoleType.FontColorOverride = proto?.Color ?? Color.White;
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}
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private void CharacterDetached(EntityUid uid)
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{
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CloseWindow();
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}
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private void CharacterButtonPressed(ButtonEventArgs args)
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{
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ToggleWindow();
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}
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private void CloseWindow()
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{
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_window?.Close();
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}
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private void ToggleWindow()
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{
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if (_window == null)
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return;
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CharacterButton?.SetClickPressed(!_window.IsOpen);
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if (_window.IsOpen)
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{
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CloseWindow();
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}
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else
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{
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_characterInfo.RequestCharacterInfo();
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_window.Open();
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}
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}
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}
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