* it works! kinda * so it works now * minor cleanup * central button now is useful too * more cleanup * minor cleanup * more cleanup * refactor: migrated code from toolbox (as it was rejected as too specific) * feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame * refactor: major reworks! * renamed DrawBagleSector to DrawAnnulusSector * Remove strange indexing * Regularize math * refactor: re-orienting segment elements to be Y-mirrored * refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button * refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius. * refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters * refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly * fix: enabled any functional keys pressed when pushing radial menu buttons * fix: radial menu sector now scales with UIScale * fix: accept only one event when clicking on radial menu ContextualButton * fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always * feat: simple radial menu prototype for easier creation * refactor: cleanup, restored emote filtering, button models now have class hierarchy * refactor: remove usage of closure from 'outside code' * refactor: remove non existing type from UiControlTest * refactor: remove unused using * refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu * refactor: whitespaces * feat: now door remote have some kind of ui to switch mode * refactor: subscribe for dispose on existing radial menus * feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu * fix: AI door menu now can be closed by verb if it gets unpowered * refactor: simplify code for DoorRemoteBoundUserInterface * fix open/close mode sprite * remove broken merge changes * refactor: changed DoorRemoteSystem to be fully in shared * refactor: localize DoorRemoteBoundUserInterface * refactor: fix multiple invocation for TryToggleDoor inside DoorRemoteSystem on prediction * refactor: extracted sprites and loc strings into prototype for cleaner code. Currently selected mode now have different background. * refactor: changed hover selected color to recommmended * refactor: reuse stylenano colors! * review * refactor: remove StyleNano reference * refactor: revert removal of item status for door remote * refactor: fix status control misprediction * refactor: remove invalid comments, rename client DoorRemoteSystem comp after handle method * refactor: fix DoorRemoteStatusControl not displaying status on entity pickup --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
75 lines
2.2 KiB
C#
75 lines
2.2 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Remotes.Components;
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/// <summary>
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/// Component for door remote devices, that allow you to control doors from a distance.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class DoorRemoteComponent : Component
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{
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/// <summary>
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/// Currently selected mode. The mode dictates what device would do upon
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/// interaction with door.
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/// </summary>
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[DataField, AutoNetworkedField]
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public OperatingMode Mode = OperatingMode.OpenClose;
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/// <summary>
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/// Modes with metadata that could be displayed in the device mode change menu.
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/// </summary>
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[DataField]
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public List<DoorRemoteModeInfo> Options;
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/// <summary>
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/// Does the remote allow the user to control doors that they have access to, even if the remote itself does not?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IncludeUserAccess;
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/// <summary>
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/// Client-side only field for checking if StatusControl requires update.
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/// </summary>
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/// <remarks>
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/// StatusControl is updated inside loop and cannot understand
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/// when state is of component it looks for is restored, thus mispredicting. To avoid that,
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/// client-side system basically controls behaviour of StatusControl updates using this field.
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/// </remarks>
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public bool IsStatusControlUpdateRequired;
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}
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/// <summary>
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/// Remote door device mode with data that is required for menu display.
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/// </summary>
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[DataDefinition]
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public sealed partial class DoorRemoteModeInfo
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{
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/// <summary>
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/// Icon that should represent the option in the radial menu.
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/// </summary>
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[DataField(required: true)]
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public SpriteSpecifier Icon = default!;
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/// <summary>
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/// Tooltip describing the option in the radial menu.
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/// </summary>
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[DataField(required: true)]
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public LocId Tooltip;
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/// <summary>
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/// Mode option.
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/// </summary>
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[DataField(required: true)]
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public OperatingMode Mode;
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}
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[Serializable, NetSerializable]
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public enum OperatingMode : byte
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{
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OpenClose,
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ToggleBolts,
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ToggleEmergencyAccess
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}
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