Files
tbd-station-14/Content.Client/UserInterface/Controls/AlertControl.cs
DrSmugleaf 902aa128c2 Enable nullability in Content.Client (#3257)
* Enable nullability in Content.Client

* Remove #nullable enable

* Merge fixes

* Remove Debug.Assert

* Merge fixes

* Fix build

* Fix build
2021-03-10 14:48:29 +01:00

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;
}
}
}