Files
tbd-station-14/Content.Client/UserInterface/HandsGui.cs
ShadowCommander d03da83fda Inventory Input (#503)
* Create ItemSlotButton

* Refactor inventory buttons

Refactor so that KeyBind handling of inventory and hands are the same.

* Refactor InventoryInterfaceController to call ItemSlotManager with entities

This change allows HandsGUI and InventoryInterfaceController to just call ItemSlotManager.OnButtonPressed with an entity instead of a slot.

* Add CooldownCircle to ItemSlotButton

This allows Hands and Inventory to have cooldown circles on their ItemSlots.

* Refactor HandsGUI to use ItemSlots

This allows functionality and GUI to be the same between Inventory and Hands.

Added clicking empty hand to switch ActiveHand to clicked hand.

* Implement CooldownCircle in ItemSlotManager

Reorganize files
2020-01-17 15:43:20 +01:00

195 lines
6.2 KiB
C#

using Content.Client.GameObjects;
using Content.Client.Interfaces.GameObjects;
using Content.Client.Utility;
using Content.Shared.Input;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Client.Interfaces.ResourceManagement;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Client.UserInterface
{
public class HandsGui : Control
{
private const string HandNameLeft = "left";
private const string HandNameRight = "right";
#pragma warning disable 0649
[Dependency] private readonly IPlayerManager _playerManager;
[Dependency] private readonly IResourceCache _resourceCache;
[Dependency] private readonly IItemSlotManager _itemSlotManager;
#pragma warning restore 0649
private IEntity LeftHand;
private IEntity RightHand;
private readonly TextureRect ActiveHandRect;
private readonly ItemSlotButton _leftButton;
private readonly ItemSlotButton _rightButton;
private readonly ItemStatusPanel _rightStatusPanel;
private readonly ItemStatusPanel _leftStatusPanel;
public HandsGui()
{
IoCManager.InjectDependencies(this);
MouseFilter = MouseFilterMode.Stop;
var textureHandLeft = _resourceCache.GetTexture("/Textures/UserInterface/Inventory/hand_l.png");
var textureHandRight = _resourceCache.GetTexture("/Textures/UserInterface/Inventory/hand_r.png");
var textureHandActive = _resourceCache.GetTexture("/Textures/UserInterface/Inventory/hand_active.png");
var storageTexture = _resourceCache.GetTexture("/Textures/UserInterface/Inventory/back.png");
_rightStatusPanel = new ItemStatusPanel(true);
_leftStatusPanel = new ItemStatusPanel(false);
_leftButton = new ItemSlotButton(textureHandLeft, storageTexture);
_rightButton = new ItemSlotButton(textureHandRight, storageTexture);
var hBox = new HBoxContainer
{
SeparationOverride = 0,
Children = {_rightStatusPanel, _rightButton, _leftButton, _leftStatusPanel},
MouseFilter = MouseFilterMode.Ignore
};
AddChild(hBox);
_leftButton.OnPressed += args => HandKeyBindDown(args.Event, HandNameLeft);
_rightButton.OnPressed += args => HandKeyBindDown(args.Event, HandNameRight);
// Active hand
_leftButton.AddChild(ActiveHandRect = new TextureRect
{
MouseFilter = MouseFilterMode.Ignore,
Texture = textureHandActive,
TextureScale = (2, 2)
});
}
/// <summary>
/// Gets the hands component controling this gui, returns true if successful and false if failure
/// </summary>
/// <param name="hands"></param>
/// <returns></returns>
private bool TryGetHands(out IHandsComponent hands)
{
hands = default;
var entity = _playerManager?.LocalPlayer?.ControlledEntity;
return entity != null && entity.TryGetComponent(out hands);
}
public void UpdateHandIcons()
{
if (Parent == null)
{
return;
}
UpdateDraw();
if (!TryGetHands(out var hands))
return;
var left = hands.GetEntity(HandNameLeft);
var right = hands.GetEntity(HandNameRight);
ActiveHandRect.Parent.RemoveChild(ActiveHandRect);
var parent = hands.ActiveIndex == HandNameLeft ? _leftButton : _rightButton;
parent.AddChild(ActiveHandRect);
ActiveHandRect.SetPositionInParent(1);
if (left != null)
{
if (left != LeftHand)
{
LeftHand = left;
if (LeftHand.TryGetComponent(out ISpriteComponent sprite))
{
_leftButton.SpriteView.Sprite = sprite;
}
}
}
else
{
LeftHand = null;
_leftButton.SpriteView.Sprite = null;
}
if (right != null)
{
if (right != RightHand)
{
RightHand = right;
if (RightHand.TryGetComponent(out ISpriteComponent sprite))
{
_rightButton.SpriteView.Sprite = sprite;
}
}
}
else
{
RightHand = null;
_rightButton.SpriteView.Sprite = null;
}
}
private void HandKeyBindDown(GUIBoundKeyEventArgs args, string handIndex)
{
args.Handle();
if (!TryGetHands(out var hands))
return;
if (args.Function == ContentKeyFunctions.MouseMiddle)
{
hands.SendChangeHand(handIndex);
return;
}
var entity = hands.GetEntity(handIndex);
if (entity == null)
{
if (args.CanFocus && hands.ActiveIndex != handIndex)
{
hands.SendChangeHand(handIndex);
}
return;
}
if (_itemSlotManager.OnButtonPressed(args, entity))
return;
if (args.CanFocus)
{
if (hands.ActiveIndex == handIndex)
{
hands.UseActiveHand();
}
else
{
hands.AttackByInHand(handIndex);
}
return;
}
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
_itemSlotManager.UpdateCooldown(_leftButton, LeftHand);
_itemSlotManager.UpdateCooldown(_rightButton, RightHand);
_rightStatusPanel.Update(RightHand);
_leftStatusPanel.Update(LeftHand);
}
}
}