Files
tbd-station-14/Content.Client/EscapeMenuOwner.cs
Acruid 8b5d66050a Console Unify API Changes (#3059)
* Remove unused IChatCommand.

* Lots of refactoring into a shared context.

* Removed ICommonSession from server concmd Execute.

* Added argStr parameter to concmd execute.

* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.

* Finally move shells and commands into shared.

* Console commands can now be registered directly without a class in a shared context.

* Engine API Changes.

* Repair rebase damage.

* Update Submodule.
2021-02-01 16:49:43 -08:00

90 lines
2.5 KiB
C#

using Content.Client.State;
using Content.Client.UserInterface;
using Robust.Client.Console;
using Robust.Client.Interfaces.Input;
using Robust.Client.Interfaces.State;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Client
{
internal sealed class EscapeMenuOwner : IEscapeMenuOwner
{
[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IGameHud _gameHud = default!;
private EscapeMenu _escapeMenu;
public void Initialize()
{
_stateManager.OnStateChanged += StateManagerOnOnStateChanged;
_gameHud.EscapeButtonToggled += _setOpenValue;
}
private void StateManagerOnOnStateChanged(StateChangedEventArgs obj)
{
if (obj.NewState is GameScreenBase)
{
// Switched TO GameScreen.
_escapeMenu = new EscapeMenu(_consoleHost);
_escapeMenu.OnClose += () => _gameHud.EscapeButtonDown = false;
_inputManager.SetInputCommand(EngineKeyFunctions.EscapeMenu,
InputCmdHandler.FromDelegate(s => Enabled()));
}
else if (obj.OldState is GameScreenBase)
{
// Switched FROM GameScreen.
_escapeMenu.Dispose();
_escapeMenu = null;
_inputManager.SetInputCommand(EngineKeyFunctions.EscapeMenu, null);
}
}
private void Enabled()
{
if (_escapeMenu.IsOpen)
{
if (_escapeMenu.IsAtFront())
{
_setOpenValue(false);
}
else
{
_escapeMenu.MoveToFront();
}
}
else
{
_setOpenValue(true);
}
}
private void _setOpenValue(bool value)
{
if (value)
{
_gameHud.EscapeButtonDown = true;
_escapeMenu.OpenCentered();
}
else
{
_gameHud.EscapeButtonDown = false;
_escapeMenu.Close();
}
}
}
public interface IEscapeMenuOwner
{
void Initialize();
}
}