Files
tbd-station-14/Content.Client/UserInterface/Systems/Alerts/AlertsUIController.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

64 lines
1.8 KiB
C#

using Content.Client.Alerts;
using Content.Client.Gameplay;
using Content.Client.UserInterface.Systems.Alerts.Widgets;
using Content.Shared.Alert;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
namespace Content.Client.UserInterface.Systems.Alerts;
public sealed class AlertsUIController : UIController, IOnStateEntered<GameplayState>, IOnSystemChanged<ClientAlertsSystem>
{
[UISystemDependency] private readonly ClientAlertsSystem? _alertsSystem = default;
private AlertsUI? UI => UIManager.GetActiveUIWidgetOrNull<AlertsUI>();
private void OnAlertPressed(object? sender, AlertType e)
{
_alertsSystem?.AlertClicked(e);
}
private void SystemOnClearAlerts(object? sender, EventArgs e)
{
UI?.ClearAllControls();
}
private void SystemOnSyncAlerts(object? sender, IReadOnlyDictionary<AlertKey, AlertState> e)
{
if (sender is ClientAlertsSystem system)
UI?.SyncControls(system, system.AlertOrder, e);
}
public void OnSystemLoaded(ClientAlertsSystem system)
{
system.SyncAlerts += SystemOnSyncAlerts;
system.ClearAlerts += SystemOnClearAlerts;
}
public void OnSystemUnloaded(ClientAlertsSystem system)
{
system.SyncAlerts -= SystemOnSyncAlerts;
system.ClearAlerts -= SystemOnClearAlerts;
}
public void OnStateEntered(GameplayState state)
{
if (UI != null)
{
UI.AlertPressed += OnAlertPressed;
}
// initially populate the frame if system is available
SyncAlerts();
}
public void SyncAlerts()
{
var alerts = _alertsSystem?.ActiveAlerts;
if (alerts != null)
{
SystemOnSyncAlerts(_alertsSystem, alerts);
}
}
}