Files
tbd-station-14/Content.Client/Gameplay/GameplayState.cs
Flipp Syder a3dafd88dc Oldchat (#11913)
* 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
2022-10-17 17:13:41 -05:00

155 lines
6.0 KiB
C#

using Content.Client.Construction.UI;
using Content.Client.Hands;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Screens;
using Content.Client.UserInterface.Systems.Actions;
using Content.Client.UserInterface.Systems.Alerts;
using Content.Client.UserInterface.Systems.Chat;
using Content.Client.UserInterface.Systems.Ghost;
using Content.Client.UserInterface.Systems.Hands;
using Content.Client.UserInterface.Systems.Hotbar;
using Content.Client.UserInterface.Systems.Hotbar.Widgets;
using Content.Client.UserInterface.Systems.Inventory;
using Content.Client.UserInterface.Systems.MenuBar;
using Content.Client.UserInterface.Systems.Viewport;
using Content.Client.Viewport;
using Content.Shared.CCVar;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
using Robust.Client.Player;
using Robust.Client.GameObjects;
namespace Content.Client.Gameplay
{
public sealed class GameplayState : GameplayStateBase, IMainViewportState
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerMan = default!;
[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
private FpsCounter _fpsCounter = default!;
public MainViewport Viewport => _uiManager.ActiveScreen!.GetWidget<MainViewport>()!;
private readonly GhostUIController _ghostController;
private readonly ActionUIController _actionController;
private readonly AlertsUIController _alertsController;
private readonly HotbarUIController _hotbarController;
private readonly ChatUIController _chatController;
private readonly ViewportUIController _viewportController;
private readonly GameTopMenuBarUIController _menuController;
public GameplayState()
{
IoCManager.InjectDependencies(this);
_ghostController = _uiManager.GetUIController<GhostUIController>();
_actionController = _uiManager.GetUIController<ActionUIController>();
_alertsController = _uiManager.GetUIController<AlertsUIController>();
_hotbarController = _uiManager.GetUIController<HotbarUIController>();
_chatController = _uiManager.GetUIController<ChatUIController>();
_viewportController = _uiManager.GetUIController<ViewportUIController>();
_menuController = _uiManager.GetUIController<GameTopMenuBarUIController>();
}
protected override void Startup()
{
base.Startup();
LoadMainScreen();
// Add the hand-item overlay.
_overlayManager.AddOverlay(new ShowHandItemOverlay());
// FPS counter.
// yeah this can just stay here, whatever
_fpsCounter = new FpsCounter(_gameTiming);
UserInterfaceManager.PopupRoot.AddChild(_fpsCounter);
_fpsCounter.Visible = _configurationManager.GetCVar(CCVars.HudFpsCounterVisible);
_configurationManager.OnValueChanged(CCVars.HudFpsCounterVisible, (show) => { _fpsCounter.Visible = show; });
_configurationManager.OnValueChanged(CCVars.UILayout, _ => ReloadMainScreen());
}
protected override void Shutdown()
{
_overlayManager.RemoveOverlay<ShowHandItemOverlay>();
base.Shutdown();
// Clear viewport to some fallback, whatever.
_eyeManager.MainViewport = UserInterfaceManager.MainViewport;
_fpsCounter.Dispose();
_uiManager.ClearWindows();
UnloadMainScreen();
}
public void ReloadMainScreen()
{
if (_uiManager.ActiveScreen == null)
{
return;
}
UnloadMainScreen();
LoadMainScreen();
}
private void UnloadMainScreen()
{
_chatController.SetMainChat(false);
_menuController.UnloadButtons();
_uiManager.UnloadScreen();
}
private void LoadMainScreen()
{
var screenTypeString = _configurationManager.GetCVar(CCVars.UILayout);
if (!Enum.TryParse(screenTypeString, out ScreenType screenType))
{
screenType = default;
}
switch (screenType)
{
case ScreenType.Default:
_uiManager.LoadScreen<DefaultGameScreen>();
break;
case ScreenType.Separated:
_uiManager.LoadScreen<SeparatedChatGameScreen>();
break;
}
_chatController.SetMainChat(true);
_viewportController.ReloadViewport();
_menuController.LoadButtons();
// TODO: This could just be like, the equivalent of an event or something
_ghostController.UpdateGui();
_actionController.RegisterActionContainer();
_alertsController.SyncAlerts();
_hotbarController.ReloadHotbar();
var viewportContainer = _uiManager.ActiveScreen!.FindControl<LayoutContainer>("ViewportContainer");
_chatController.SetSpeechBubbleRoot(viewportContainer);
}
protected override void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
{
if (args.Viewport == null)
base.OnKeyBindStateChanged(new ViewportBoundKeyEventArgs(args.KeyEventArgs, Viewport.Viewport));
else
base.OnKeyBindStateChanged(args);
}
}
}