Files
tbd-station-14/Content.Client/UserInterface/Systems/EscapeMenu/EscapeUIController.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
4.0 KiB
C#

using Content.Client.Gameplay;
using Content.Client.Info;
using Content.Client.Links;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.Info;
using JetBrains.Annotations;
using Robust.Client.Console;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Utility;
using static Robust.Client.UserInterface.Controls.BaseButton;
namespace Content.Client.UserInterface.Systems.EscapeMenu;
[UsedImplicitly]
public sealed class EscapeUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>
{
[Dependency] private readonly IClientConsoleHost _console = default!;
[Dependency] private readonly IUriOpener _uri = default!;
[Dependency] private readonly ChangelogUIController _changelog = default!;
[Dependency] private readonly InfoUIController _info = default!;
[Dependency] private readonly OptionsUIController _options = default!;
private Options.UI.EscapeMenu? _escapeWindow;
private MenuButton? EscapeButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.EscapeButton;
public void UnloadButton()
{
if (EscapeButton == null)
{
return;
}
EscapeButton.Pressed = false;
EscapeButton.OnPressed += EscapeButtonOnOnPressed;
if (_escapeWindow == null)
{
return;
}
_escapeWindow.OnClose -= DeactivateButton;
_escapeWindow.OnOpen -= ActivateButton;
}
public void LoadButton()
{
if (EscapeButton == null)
{
return;
}
EscapeButton.OnPressed += EscapeButtonOnOnPressed;
if (_escapeWindow == null)
{
return;
}
_escapeWindow.OnClose += DeactivateButton;
_escapeWindow.OnOpen += ActivateButton;
}
private void ActivateButton() => EscapeButton!.Pressed = true;
private void DeactivateButton() => EscapeButton!.Pressed = false;
public void OnStateEntered(GameplayState state)
{
DebugTools.Assert(_escapeWindow == null);
_escapeWindow = UIManager.CreateWindow<Options.UI.EscapeMenu>();
_escapeWindow.ChangelogButton.OnPressed += _ =>
{
CloseEscapeWindow();
_changelog.ToggleWindow();
};
_escapeWindow.RulesButton.OnPressed += _ =>
{
CloseEscapeWindow();
_info.OpenWindow();
};
_escapeWindow.DisconnectButton.OnPressed += _ =>
{
CloseEscapeWindow();
_console.ExecuteCommand("disconnect");
};
_escapeWindow.OptionsButton.OnPressed += _ =>
{
CloseEscapeWindow();
_options.OpenWindow();
};
_escapeWindow.QuitButton.OnPressed += _ =>
{
CloseEscapeWindow();
_console.ExecuteCommand("quit");
};
_escapeWindow.WikiButton.OnPressed += _ =>
{
_uri.OpenUri(UILinks.Wiki);
};
CommandBinds.Builder
.Bind(EngineKeyFunctions.EscapeMenu,
InputCmdHandler.FromDelegate(_ => ToggleWindow()))
.Register<EscapeUIController>();
}
public void OnStateExited(GameplayState state)
{
if (_escapeWindow != null)
{
_escapeWindow.Dispose();
_escapeWindow = null;
}
CommandBinds.Unregister<EscapeUIController>();
}
private void EscapeButtonOnOnPressed(ButtonEventArgs obj)
{
ToggleWindow();
}
private void CloseEscapeWindow()
{
_escapeWindow?.Close();
}
private void ToggleWindow()
{
if (_escapeWindow == null)
return;
if (_escapeWindow.IsOpen)
{
CloseEscapeWindow();
}
else
{
_escapeWindow.OpenCentered();
EscapeButton!.Pressed = true;
}
}
}