* attempt at moving MainViewport to UIWidget * oldchat (prototype) * separate oldchat and default ss14 HUD into their own files * restores original default game screen logic and adds that logic into separated chat game screen * hand reloading, several tweaks to port oldchat to main ss14 branch oldchat is currently not selectable * screen type cvar, gameplay state screen reloading/loading * reload screen on ui layout cvar change * fixes up basic reloading (HUD switching is still very bad) * some UI widget reloading for main UI screen switching * alert sync on screen change * inventory reload * hotbar margin fix * chat bubbles above viewport * whoops * fixes ordering of speech bubble root * should fix the chat focus issue (at least in-game, not lobby yet) * should fix up the lobby/game chat focus * fixes chat for lobby, turns lobby into a UI state * viewport UI controller * viewport ratio selection * whoops * adds the /tg/ widescreen ratio * removes warning from inventory UI controller, adds background to separated chat game screen's chat portion * menu button reload * unload menu buttons only from gameplay state shutdown * bugfix * character button fix * adds config options for viewport width/UI layout * variable naming changes, get or null instead of get to avoid exceptions * moves entity system get into controller
155 lines
6.0 KiB
C#
155 lines
6.0 KiB
C#
using Content.Client.Construction.UI;
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using Content.Client.Hands;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Screens;
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using Content.Client.UserInterface.Systems.Actions;
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using Content.Client.UserInterface.Systems.Alerts;
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using Content.Client.UserInterface.Systems.Chat;
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using Content.Client.UserInterface.Systems.Ghost;
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using Content.Client.UserInterface.Systems.Hands;
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using Content.Client.UserInterface.Systems.Hotbar;
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using Content.Client.UserInterface.Systems.Hotbar.Widgets;
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using Content.Client.UserInterface.Systems.Inventory;
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using Content.Client.UserInterface.Systems.MenuBar;
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using Content.Client.UserInterface.Systems.Viewport;
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using Content.Client.Viewport;
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using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Configuration;
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using Robust.Shared.Timing;
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using Robust.Client.Player;
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using Robust.Client.GameObjects;
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namespace Content.Client.Gameplay
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{
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public sealed class GameplayState : GameplayStateBase, IMainViewportState
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerMan = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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private FpsCounter _fpsCounter = default!;
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public MainViewport Viewport => _uiManager.ActiveScreen!.GetWidget<MainViewport>()!;
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private readonly GhostUIController _ghostController;
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private readonly ActionUIController _actionController;
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private readonly AlertsUIController _alertsController;
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private readonly HotbarUIController _hotbarController;
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private readonly ChatUIController _chatController;
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private readonly ViewportUIController _viewportController;
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private readonly GameTopMenuBarUIController _menuController;
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public GameplayState()
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{
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IoCManager.InjectDependencies(this);
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_ghostController = _uiManager.GetUIController<GhostUIController>();
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_actionController = _uiManager.GetUIController<ActionUIController>();
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_alertsController = _uiManager.GetUIController<AlertsUIController>();
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_hotbarController = _uiManager.GetUIController<HotbarUIController>();
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_chatController = _uiManager.GetUIController<ChatUIController>();
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_viewportController = _uiManager.GetUIController<ViewportUIController>();
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_menuController = _uiManager.GetUIController<GameTopMenuBarUIController>();
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}
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protected override void Startup()
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{
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base.Startup();
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LoadMainScreen();
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// Add the hand-item overlay.
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_overlayManager.AddOverlay(new ShowHandItemOverlay());
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// FPS counter.
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// yeah this can just stay here, whatever
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_fpsCounter = new FpsCounter(_gameTiming);
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UserInterfaceManager.PopupRoot.AddChild(_fpsCounter);
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_fpsCounter.Visible = _configurationManager.GetCVar(CCVars.HudFpsCounterVisible);
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_configurationManager.OnValueChanged(CCVars.HudFpsCounterVisible, (show) => { _fpsCounter.Visible = show; });
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_configurationManager.OnValueChanged(CCVars.UILayout, _ => ReloadMainScreen());
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}
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protected override void Shutdown()
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{
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_overlayManager.RemoveOverlay<ShowHandItemOverlay>();
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base.Shutdown();
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// Clear viewport to some fallback, whatever.
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_eyeManager.MainViewport = UserInterfaceManager.MainViewport;
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_fpsCounter.Dispose();
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_uiManager.ClearWindows();
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UnloadMainScreen();
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}
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public void ReloadMainScreen()
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{
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if (_uiManager.ActiveScreen == null)
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{
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return;
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}
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UnloadMainScreen();
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LoadMainScreen();
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}
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private void UnloadMainScreen()
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{
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_chatController.SetMainChat(false);
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_menuController.UnloadButtons();
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_uiManager.UnloadScreen();
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}
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private void LoadMainScreen()
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{
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var screenTypeString = _configurationManager.GetCVar(CCVars.UILayout);
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if (!Enum.TryParse(screenTypeString, out ScreenType screenType))
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{
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screenType = default;
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}
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switch (screenType)
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{
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case ScreenType.Default:
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_uiManager.LoadScreen<DefaultGameScreen>();
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break;
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case ScreenType.Separated:
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_uiManager.LoadScreen<SeparatedChatGameScreen>();
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break;
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}
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_chatController.SetMainChat(true);
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_viewportController.ReloadViewport();
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_menuController.LoadButtons();
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// TODO: This could just be like, the equivalent of an event or something
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_ghostController.UpdateGui();
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_actionController.RegisterActionContainer();
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_alertsController.SyncAlerts();
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_hotbarController.ReloadHotbar();
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var viewportContainer = _uiManager.ActiveScreen!.FindControl<LayoutContainer>("ViewportContainer");
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_chatController.SetSpeechBubbleRoot(viewportContainer);
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}
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protected override void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
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{
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if (args.Viewport == null)
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base.OnKeyBindStateChanged(new ViewportBoundKeyEventArgs(args.KeyEventArgs, Viewport.Viewport));
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else
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base.OnKeyBindStateChanged(args);
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}
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}
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}
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