Files
tbd-station-14/Content.Client/UserInterface/Systems/Ghost/GhostUIController.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

137 lines
3.5 KiB
C#

using Content.Client.Gameplay;
using Content.Client.Ghost;
using Content.Client.UserInterface.Systems.Ghost.Widgets;
using Content.Shared.Ghost;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
namespace Content.Client.UserInterface.Systems.Ghost;
// TODO hud refactor BEFORE MERGE fix ghost gui being too far up
public sealed class GhostUIController : UIController, IOnStateChanged<GameplayState>, IOnSystemChanged<GhostSystem>
{
[Dependency] private readonly IEntityNetworkManager _net = default!;
[UISystemDependency] private readonly GhostSystem? _system = default;
private GhostGui? Gui => UIManager.GetActiveUIWidgetOrNull<GhostGui>();
public void OnSystemLoaded(GhostSystem system)
{
system.PlayerRemoved += OnPlayerRemoved;
system.PlayerUpdated += OnPlayerUpdated;
system.PlayerAttached += OnPlayerAttached;
system.PlayerDetached += OnPlayerDetached;
system.GhostWarpsResponse += OnWarpsResponse;
system.GhostRoleCountUpdated += OnRoleCountUpdated;
}
public void OnSystemUnloaded(GhostSystem system)
{
system.PlayerRemoved -= OnPlayerRemoved;
system.PlayerUpdated -= OnPlayerUpdated;
system.PlayerAttached -= OnPlayerAttached;
system.PlayerDetached -= OnPlayerDetached;
system.GhostWarpsResponse -= OnWarpsResponse;
system.GhostRoleCountUpdated -= OnRoleCountUpdated;
}
public void UpdateGui()
{
if (Gui == null)
{
return;
}
Gui.Visible = _system?.IsGhost ?? false;
Gui.Update(_system?.AvailableGhostRoleCount, _system?.Player?.CanReturnToBody);
}
private void OnPlayerRemoved(GhostComponent component)
{
Gui?.Hide();
}
private void OnPlayerUpdated(GhostComponent component)
{
UpdateGui();
}
private void OnPlayerAttached(GhostComponent component)
{
if (Gui == null)
return;
Gui.Visible = true;
UpdateGui();
}
private void OnPlayerDetached()
{
Gui?.Hide();
}
private void OnWarpsResponse(GhostWarpsResponseEvent msg)
{
if (Gui?.TargetWindow is not { } window)
return;
window.UpdateWarps(msg.Warps);
window.Populate();
}
private void OnRoleCountUpdated(GhostUpdateGhostRoleCountEvent msg)
{
UpdateGui();
}
private void OnWarpClicked(EntityUid player)
{
var msg = new GhostWarpToTargetRequestEvent(player);
_net.SendSystemNetworkMessage(msg);
}
public void OnStateEntered(GameplayState state)
{
if (Gui == null)
return;
Gui.RequestWarpsPressed += RequestWarps;
Gui.ReturnToBodyPressed += ReturnToBody;
Gui.GhostRolesPressed += GhostRolesPressed;
Gui.TargetWindow.WarpClicked += OnWarpClicked;
UpdateGui();
}
public void OnStateExited(GameplayState state)
{
if (Gui == null)
return;
Gui.RequestWarpsPressed -= RequestWarps;
Gui.ReturnToBodyPressed -= ReturnToBody;
Gui.GhostRolesPressed -= GhostRolesPressed;
Gui.TargetWindow.WarpClicked -= OnWarpClicked;
Gui.Hide();
}
private void ReturnToBody()
{
_system?.ReturnToBody();
}
private void RequestWarps()
{
_system?.RequestWarps();
Gui?.TargetWindow.Populate();
Gui?.TargetWindow.OpenCentered();
}
private void GhostRolesPressed()
{
_system?.OpenGhostRoles();
}
}