* 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
61 lines
1.6 KiB
C#
61 lines
1.6 KiB
C#
using Content.Client.Construction.UI;
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using Content.Client.Gameplay;
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using Content.Client.UserInterface.Controls;
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using JetBrains.Annotations;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Shared.Utility;
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namespace Content.Client.UserInterface.Systems.Crafting;
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[UsedImplicitly]
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public sealed class CraftingUIController : UIController, IOnStateChanged<GameplayState>
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{
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private ConstructionMenuPresenter? _presenter;
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private MenuButton? CraftingButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.CraftingButton;
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public void OnStateEntered(GameplayState state)
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{
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DebugTools.Assert(_presenter == null);
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_presenter = new ConstructionMenuPresenter();
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}
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public void OnStateExited(GameplayState state)
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{
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if (_presenter == null)
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return;
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UnloadButton(_presenter);
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_presenter.Dispose();
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_presenter = null;
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}
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internal void UnloadButton(ConstructionMenuPresenter? presenter = null)
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{
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if (CraftingButton == null)
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{
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return;
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}
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if (presenter == null)
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{
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presenter ??= _presenter;
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if (presenter == null)
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{
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return;
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}
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}
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CraftingButton.Pressed = false;
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CraftingButton.OnToggled -= presenter.OnHudCraftingButtonToggled;
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}
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public void LoadButton()
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{
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if (CraftingButton == null || _presenter == null)
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{
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return;
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}
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CraftingButton.OnToggled += _presenter.OnHudCraftingButtonToggled;
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}
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}
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