* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
137 lines
3.9 KiB
C#
137 lines
3.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Body.Surgery
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{
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public class GenericSurgeryWindow : SS14Window
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{
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public delegate void OptionSelectedCallback(int selectedOptionData);
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private readonly VBoxContainer _optionsBox;
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private OptionSelectedCallback _optionSelectedCallback;
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protected override Vector2? CustomSize => (300, 400);
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public GenericSurgeryWindow()
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{
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Title = Loc.GetString("Select surgery target...");
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RectClipContent = true;
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var vSplitContainer = new VBoxContainer
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{
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Children =
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{
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new ScrollContainer
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{
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SizeFlagsVertical = SizeFlags.FillExpand,
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SizeFlagsHorizontal = SizeFlags.FillExpand,
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HScrollEnabled = true,
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VScrollEnabled = true,
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Children =
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{
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(_optionsBox = new VBoxContainer
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{
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SizeFlagsHorizontal = SizeFlags.FillExpand
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})
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}
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}
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}
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};
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Contents.AddChild(vSplitContainer);
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}
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public void BuildDisplay(Dictionary<string, int> data, OptionSelectedCallback callback)
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{
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_optionsBox.DisposeAllChildren();
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_optionSelectedCallback = callback;
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foreach (var (displayText, callbackData) in data)
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{
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var button = new SurgeryButton(callbackData);
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button.SetOnToggleBehavior(OnButtonPressed);
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button.SetDisplayText(Loc.GetString(displayText));
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_optionsBox.AddChild(button);
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}
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}
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private void OnButtonPressed(BaseButton.ButtonEventArgs args)
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{
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if (args.Button.Parent is SurgeryButton surgery)
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{
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_optionSelectedCallback(surgery.CallbackData);
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}
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}
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}
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class SurgeryButton : PanelContainer
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{
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public Button Button { get; }
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private SpriteView SpriteView { get; }
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private Control EntityControl { get; }
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private Label DisplayText { get; }
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public int CallbackData { get; }
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public SurgeryButton(int callbackData)
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{
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CallbackData = callbackData;
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Button = new Button
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{
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SizeFlagsHorizontal = SizeFlags.FillExpand,
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SizeFlagsVertical = SizeFlags.FillExpand,
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ToggleMode = true,
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MouseFilter = MouseFilterMode.Stop
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};
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AddChild(Button);
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AddChild(new HBoxContainer
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{
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Children =
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{
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(SpriteView = new SpriteView
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{
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CustomMinimumSize = new Vector2(32.0f, 32.0f)
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}),
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(DisplayText = new Label
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{
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SizeFlagsVertical = SizeFlags.ShrinkCenter,
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Text = "N/A",
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}),
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(new Control
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{
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SizeFlagsHorizontal = SizeFlags.FillExpand
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})
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}
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});
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}
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public void SetDisplayText(string text)
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{
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DisplayText.Text = text;
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}
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public void SetOnToggleBehavior(Action<BaseButton.ButtonToggledEventArgs> behavior)
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{
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Button.OnToggled += behavior;
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}
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public void SetSprite()
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{
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//button.SpriteView.Sprite = sprite;
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}
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}
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}
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