* Content update for UI refactor * Big update * Sharing * Remaining content updates * First big update * Prototype updates * AUGH * Fix UI comp ref * Cleanup - Fix predicted message, fix item slots, fix interaction range check. * Fix regressions * Make this predictive idk why it wasn't. * Fix slime merge * Merge conflict * Fix merge
60 lines
1.8 KiB
C#
60 lines
1.8 KiB
C#
using Content.Server.Actions;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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namespace Content.Server.UserInterface;
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public sealed class IntrinsicUISystem : EntitySystem
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{
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[Dependency] private readonly ActionsSystem _actionsSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<IntrinsicUIComponent, MapInitEvent>(InitActions);
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SubscribeLocalEvent<IntrinsicUIComponent, ToggleIntrinsicUIEvent>(OnActionToggle);
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}
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private void OnActionToggle(EntityUid uid, IntrinsicUIComponent component, ToggleIntrinsicUIEvent args)
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{
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if (args.Key == null)
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return;
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args.Handled = InteractUI(uid, args.Key, component);
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}
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private void InitActions(EntityUid uid, IntrinsicUIComponent component, MapInitEvent args)
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{
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foreach (var entry in component.UIs.Values)
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{
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_actionsSystem.AddAction(uid, ref entry.ToggleActionEntity, entry.ToggleAction);
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}
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}
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public bool InteractUI(EntityUid uid, Enum key, IntrinsicUIComponent? iui = null, ActorComponent? actor = null)
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{
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if (!Resolve(uid, ref iui, ref actor))
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return false;
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var attempt = new IntrinsicUIOpenAttemptEvent(uid, key);
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RaiseLocalEvent(uid, attempt);
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if (attempt.Cancelled)
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return false;
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return _uiSystem.TryToggleUi(uid, key, actor.PlayerSession);
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}
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}
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// Competing with ActivatableUI for horrible event names.
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public sealed class IntrinsicUIOpenAttemptEvent : CancellableEntityEventArgs
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{
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public EntityUid User { get; }
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public Enum? Key { get; }
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public IntrinsicUIOpenAttemptEvent(EntityUid who, Enum? key)
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{
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User = who;
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Key = key;
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}
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}
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