* Enable nullability in Content.Client * Remove #nullable enable * Merge fixes * Remove Debug.Assert * Merge fixes * Fix build * Fix build
105 lines
3.5 KiB
C#
105 lines
3.5 KiB
C#
using System;
|
|
using Content.Shared.Alert;
|
|
using Robust.Client.UserInterface;
|
|
using Robust.Client.UserInterface.Controls;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Client.UserInterface.Controls
|
|
{
|
|
public class AlertControl : BaseButton
|
|
{
|
|
// shorter than default tooltip delay so user can more easily
|
|
// see what alerts they have
|
|
private const float CustomTooltipDelay = 0.5f;
|
|
|
|
public AlertPrototype Alert { get; }
|
|
|
|
/// <summary>
|
|
/// Current cooldown displayed in this slot. Set to null to show no cooldown.
|
|
/// </summary>
|
|
public (TimeSpan Start, TimeSpan End)? Cooldown
|
|
{
|
|
get => _cooldown;
|
|
set
|
|
{
|
|
_cooldown = value;
|
|
if (SuppliedTooltip is ActionAlertTooltip actionAlertTooltip)
|
|
{
|
|
actionAlertTooltip.Cooldown = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
private (TimeSpan Start, TimeSpan End)? _cooldown;
|
|
|
|
private short? _severity;
|
|
private readonly IGameTiming _gameTiming;
|
|
private readonly AnimatedTextureRect _icon;
|
|
private readonly CooldownGraphic _cooldownGraphic;
|
|
|
|
/// <summary>
|
|
/// Creates an alert control reflecting the indicated alert + state
|
|
/// </summary>
|
|
/// <param name="alert">alert to display</param>
|
|
/// <param name="severity">severity of alert, null if alert doesn't have severity levels</param>
|
|
public AlertControl(AlertPrototype alert, short? severity)
|
|
{
|
|
_gameTiming = IoCManager.Resolve<IGameTiming>();
|
|
TooltipDelay = CustomTooltipDelay;
|
|
TooltipSupplier = SupplyTooltip;
|
|
Alert = alert;
|
|
_severity = severity;
|
|
var specifier = alert.GetIcon(_severity);
|
|
_icon = new AnimatedTextureRect
|
|
{
|
|
DisplayRect = {TextureScale = (2, 2)}
|
|
};
|
|
|
|
_icon.SetFromSpriteSpecifier(specifier);
|
|
|
|
Children.Add(_icon);
|
|
_cooldownGraphic = new CooldownGraphic();
|
|
Children.Add(_cooldownGraphic);
|
|
}
|
|
|
|
private Control SupplyTooltip(Control? sender)
|
|
{
|
|
return new ActionAlertTooltip(Alert.Name, Alert.Description) {Cooldown = Cooldown};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Change the alert severity, changing the displayed icon
|
|
/// </summary>
|
|
public void SetSeverity(short? severity)
|
|
{
|
|
if (_severity != severity)
|
|
{
|
|
_severity = severity;
|
|
_icon.SetFromSpriteSpecifier(Alert.GetIcon(_severity));
|
|
}
|
|
}
|
|
|
|
protected override void FrameUpdate(FrameEventArgs args)
|
|
{
|
|
base.FrameUpdate(args);
|
|
if (!Cooldown.HasValue)
|
|
{
|
|
_cooldownGraphic.Visible = false;
|
|
_cooldownGraphic.Progress = 0;
|
|
return;
|
|
}
|
|
|
|
var duration = Cooldown.Value.End - Cooldown.Value.Start;
|
|
var curTime = _gameTiming.CurTime;
|
|
var length = duration.TotalSeconds;
|
|
var progress = (curTime - Cooldown.Value.Start).TotalSeconds / length;
|
|
var ratio = (progress <= 1 ? (1 - progress) : (curTime - Cooldown.Value.End).TotalSeconds * -5);
|
|
|
|
_cooldownGraphic.Progress = MathHelper.Clamp((float) ratio, -1, 1);
|
|
_cooldownGraphic.Visible = ratio > -1f;
|
|
}
|
|
}
|
|
}
|