* reagent dispenser: fancy window * reagent dispenser: dispense button grid * reagent dispenser: rearrange containers & info * reagent dispenser: remove `reagent-dispenser-window-container-label` * reagent dispenser: add `Scrollcontainer` on right side * reagent dispenser: get rid of pointless actions * reagent dispenser: cleanup actions and `inventory` field on bound ui state * reagent dispenser: cool reagent cards & finishing touches * reagent dispenser: final cleanup and formatting * reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor * reagent dispenser: cleanup code & address minor concerns * reagent dispenser: text in reagent cards no longer clips * reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably * reagent dispenser mayybe this * reagent dispenser: remove `using FastAccessors;`
149 lines
5.7 KiB
C#
149 lines
5.7 KiB
C#
using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Chemistry.UI
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{
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/// <summary>
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/// Client-side UI used to control a <see cref="ReagentDispenserComponent"/>.
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/// </summary>
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[GenerateTypedNameReferences]
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public sealed partial class ReagentDispenserWindow : FancyWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public event Action<string>? OnDispenseReagentButtonPressed;
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public event Action<string>? OnEjectJugButtonPressed;
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/// <summary>
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/// Create and initialize the dispenser UI client-side. Creates the basic layout,
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/// actual data isn't filled in until the server sends data about the dispenser.
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/// </summary>
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public ReagentDispenserWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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}
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/// <summary>
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/// Update the button grid of reagents which can be dispensed.
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/// </summary>
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/// <param name="inventory">Reagents which can be dispensed by this dispenser</param>
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public void UpdateReagentsList(List<ReagentInventoryItem> inventory)
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{
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if (ReagentList == null)
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return;
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ReagentList.Children.Clear();
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//Sort inventory by reagentLabel
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inventory.Sort((x, y) => x.ReagentLabel.CompareTo(y.ReagentLabel));
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foreach (var item in inventory)
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{
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var card = new ReagentCardControl(item);
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card.OnPressed += OnDispenseReagentButtonPressed;
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card.OnEjectButtonPressed += OnEjectJugButtonPressed;
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ReagentList.Children.Add(card);
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}
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}
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/// <summary>
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/// Update the UI state when new state data is received from the server.
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/// </summary>
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/// <param name="state">State data sent by the server.</param>
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public void UpdateState(BoundUserInterfaceState state)
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{
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var castState = (ReagentDispenserBoundUserInterfaceState) state;
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UpdateContainerInfo(castState);
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UpdateReagentsList(castState.Inventory);
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_entityManager.TryGetEntity(castState.OutputContainerEntity, out var outputContainerEnt);
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View.SetEntity(outputContainerEnt);
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// Disable the Clear & Eject button if no beaker
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ClearButton.Disabled = castState.OutputContainer is null;
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EjectButton.Disabled = castState.OutputContainer is null;
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AmountGrid.Selected = ((int)castState.SelectedDispenseAmount).ToString();
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}
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/// <summary>
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/// Update the fill state and list of reagents held by the current reagent container, if applicable.
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/// <para>Also highlights a reagent if it's dispense button is being mouse hovered.</para>
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/// </summary>
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/// <param name="state">State data for the dispenser.</param>
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/// or null if no button is being hovered.</param>
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public void UpdateContainerInfo(ReagentDispenserBoundUserInterfaceState state)
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{
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ContainerInfo.Children.Clear();
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if (state.OutputContainer is null)
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{
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ContainerInfoName.Text = "";
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ContainerInfoFill.Text = "";
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ContainerInfo.Children.Add(new Label { Text = Loc.GetString("reagent-dispenser-window-no-container-loaded-text") });
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return;
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}
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// Set Name of the container and its fill status (Ex: 44/100u)
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ContainerInfoName.Text = state.OutputContainer.DisplayName;
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ContainerInfoFill.Text = state.OutputContainer.CurrentVolume + "/" + state.OutputContainer.MaxVolume;
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foreach (var (reagent, quantity) in state.OutputContainer.Reagents!)
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{
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// Try get to the prototype for the given reagent. This gives us its name.
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var localizedName = _prototypeManager.TryIndex(reagent.Prototype, out ReagentPrototype? p)
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? p.LocalizedName
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: Loc.GetString("reagent-dispenser-window-reagent-name-not-found-text");
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var nameLabel = new Label { Text = $"{localizedName}: " };
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var quantityLabel = new Label
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{
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Text = Loc.GetString("reagent-dispenser-window-quantity-label-text", ("quantity", quantity)),
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StyleClasses = { StyleNano.StyleClassLabelSecondaryColor },
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};
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ContainerInfo.Children.Add(new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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Children =
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{
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nameLabel,
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quantityLabel,
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}
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});
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}
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}
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}
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public sealed class DispenseReagentButton : Button
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{
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public string ReagentId { get; }
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public DispenseReagentButton(string reagentId, string text, string amount)
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{
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AddStyleClass("OpenRight");
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ReagentId = reagentId;
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Text = text + " " + amount;
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}
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}
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public sealed class EjectJugButton : Button
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{
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public string ReagentId { get; }
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public EjectJugButton(string reagentId)
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{
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AddStyleClass("OpenLeft");
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ReagentId = reagentId;
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Text = "⏏";
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}
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}
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}
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