Files
tbd-station-14/Content.Client/UserInterface/Controls/ActionSlot.cs
Pieter-Jan Briers b898443f28 WPF layout (#3346)
2021-02-21 12:38:56 +01:00

667 lines
23 KiB
C#

#nullable enable
using System;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.UserInterface.Stylesheets;
using Content.Shared.Actions;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface.Controls
{
/// <summary>
/// A slot in the action hotbar. Not extending BaseButton because
/// its needs diverged too much.
/// </summary>
public class ActionSlot : PanelContainer
{
// shorter than default tooltip delay so user can more easily
// see what actions they've been given
private const float CustomTooltipDelay = 0.5f;
private static readonly string EnabledColor = "#7b7e9e";
private static readonly string DisabledColor = "#950000";
/// <summary>
/// Current action in this slot.
/// </summary>
public BaseActionPrototype? Action { get; private set; }
/// <summary>
/// true if there is an action assigned to the slot
/// </summary>
public bool HasAssignment => Action != null;
private bool HasToggleSprite => Action != null && Action.IconOn != SpriteSpecifier.Invalid;
/// <summary>
/// Only applicable when an action is in this slot.
/// True if the action is currently shown as enabled, false if action disabled.
/// </summary>
public bool ActionEnabled { get; private set; }
/// <summary>
/// Is there an action in the slot that can currently be used?
/// Target-basedActions on cooldown can still be selected / deselected if they've been configured as such
/// </summary>
public bool CanUseAction => Action != null && ActionEnabled &&
(!IsOnCooldown || (Action.IsTargetAction && !Action.DeselectOnCooldown));
/// <summary>
/// Item the action is provided by, only valid if Action is an ItemActionPrototype. May be null
/// if the item action is not yet tied to an item.
/// </summary>
public IEntity? Item { get; private set; }
/// <summary>
/// Whether the action in this slot should be shown as toggled on. Separate from Depressed.
/// </summary>
public bool ToggledOn
{
get => _toggledOn;
set
{
if (_toggledOn == value) return;
_toggledOn = value;
UpdateIcons();
DrawModeChanged();
}
}
/// <summary>
/// 1-10 corresponding to the number label on the slot (10 is labeled as 0)
/// </summary>
private byte SlotNumber => (byte) (SlotIndex + 1);
public byte SlotIndex { get; }
/// <summary>
/// Current cooldown displayed in this slot. Set to null to show no cooldown.
/// </summary>
public (TimeSpan Start, TimeSpan End)? Cooldown
{
get => _cooldown;
set
{
_cooldown = value;
if (SuppliedTooltip is ActionAlertTooltip actionAlertTooltip)
{
actionAlertTooltip.Cooldown = value;
}
}
}
private (TimeSpan Start, TimeSpan End)? _cooldown;
public bool IsOnCooldown => Cooldown.HasValue && _gameTiming.CurTime < Cooldown.Value.End;
private readonly IGameTiming _gameTiming;
private readonly RichTextLabel _number;
private readonly TextureRect _bigActionIcon;
private readonly TextureRect _smallActionIcon;
private readonly SpriteView _smallItemSpriteView;
private readonly SpriteView _bigItemSpriteView;
private readonly CooldownGraphic _cooldownGraphic;
private readonly ActionsUI _actionsUI;
private readonly ActionMenu _actionMenu;
private readonly ClientActionsComponent _actionsComponent;
private bool _toggledOn;
// whether button is currently pressed down by mouse or keybind down.
private bool _depressed;
private bool _beingHovered;
/// <summary>
/// Creates an action slot for the specified number
/// </summary>
/// <param name="slotIndex">slot index this corresponds to, 0-9 (0 labeled as 1, 8, labeled "9", 9 labeled as "0".</param>
public ActionSlot(ActionsUI actionsUI, ActionMenu actionMenu, ClientActionsComponent actionsComponent, byte slotIndex)
{
_actionsComponent = actionsComponent;
_actionsUI = actionsUI;
_actionMenu = actionMenu;
_gameTiming = IoCManager.Resolve<IGameTiming>();
SlotIndex = slotIndex;
MouseFilter = MouseFilterMode.Stop;
MinSize = (64, 64);
VerticalAlignment = VAlignment.Top;
TooltipDelay = CustomTooltipDelay;
TooltipSupplier = SupplyTooltip;
_number = new RichTextLabel
{
StyleClasses = {StyleNano.StyleClassHotbarSlotNumber}
};
_number.SetMessage(SlotNumberLabel());
_bigActionIcon = new TextureRect
{
HorizontalExpand = true,
VerticalExpand = true,
Stretch = TextureRect.StretchMode.Scale,
Visible = false
};
_bigItemSpriteView = new SpriteView
{
HorizontalExpand = true,
VerticalExpand = true,
Scale = (2,2),
Visible = false
};
_smallActionIcon = new TextureRect
{
HorizontalAlignment = HAlignment.Right,
VerticalAlignment = VAlignment.Bottom,
Stretch = TextureRect.StretchMode.Scale,
Visible = false
};
_smallItemSpriteView = new SpriteView
{
HorizontalAlignment = HAlignment.Right,
VerticalAlignment = VAlignment.Bottom,
Visible = false
};
_cooldownGraphic = new CooldownGraphic {Progress = 0, Visible = false};
// padding to the left of the number to shift it right
var paddingBox = new HBoxContainer()
{
HorizontalExpand = true,
VerticalExpand = true,
MinSize = (64, 64)
};
paddingBox.AddChild(new Control()
{
MinSize = (4, 4),
});
paddingBox.AddChild(_number);
// padding to the left of the small icon
var paddingBoxItemIcon = new HBoxContainer()
{
HorizontalExpand = true,
VerticalExpand = true,
MinSize = (64, 64)
};
paddingBoxItemIcon.AddChild(new Control()
{
MinSize = (32, 32),
});
paddingBoxItemIcon.AddChild(new Control
{
Children =
{
_smallActionIcon,
_smallItemSpriteView
}
});
AddChild(_bigActionIcon);
AddChild(_bigItemSpriteView);
AddChild(_cooldownGraphic);
AddChild(paddingBox);
AddChild(paddingBoxItemIcon);
DrawModeChanged();
}
private Control? SupplyTooltip(Control sender)
{
return Action == null ? null :
new ActionAlertTooltip(Action.Name, Action.Description, Action.Requires) {Cooldown = Cooldown};
}
/// <summary>
/// Action attempt for performing the action in the slot
/// </summary>
public IActionAttempt? ActionAttempt()
{
IActionAttempt? attempt = Action switch
{
ActionPrototype actionPrototype => new ActionAttempt(actionPrototype),
ItemActionPrototype itemActionPrototype =>
(Item != null && Item.TryGetComponent<ItemActionsComponent>(out var itemActions)) ?
new ItemActionAttempt(itemActionPrototype, Item, itemActions) : null,
_ => null
};
return attempt;
}
protected override void MouseEntered()
{
base.MouseEntered();
_beingHovered = true;
DrawModeChanged();
if (Action is not ItemActionPrototype) return;
if (Item == null) return;
_actionsComponent.HighlightItemSlot(Item);
}
protected override void MouseExited()
{
base.MouseExited();
_beingHovered = false;
CancelPress();
DrawModeChanged();
_actionsComponent.StopHighlightingItemSlots();
}
protected override void KeyBindDown(GUIBoundKeyEventArgs args)
{
base.KeyBindDown(args);
if (args.Function == EngineKeyFunctions.UIRightClick)
{
if (!_actionsUI.Locked && !_actionsUI.DragDropHelper.IsDragging && !_actionMenu.IsDragging)
{
_actionsComponent.Assignments.ClearSlot(_actionsUI.SelectedHotbar, SlotIndex, true);
_actionsUI.StopTargeting();
_actionsUI.UpdateUI();
}
return;
}
// only handle clicks, and can't do anything to this if no assignment
if (args.Function != EngineKeyFunctions.UIClick || !HasAssignment)
return;
// might turn into a drag or a full press if released
Depress(true);
_actionsUI.DragDropHelper.MouseDown(this);
DrawModeChanged();
}
protected override void KeyBindUp(GUIBoundKeyEventArgs args)
{
base.KeyBindUp(args);
if (args.Function != EngineKeyFunctions.UIClick)
return;
// might be finishing a drag or using the action
if (_actionsUI.DragDropHelper.IsDragging &&
_actionsUI.DragDropHelper.Dragged == this &&
UserInterfaceManager.CurrentlyHovered is ActionSlot targetSlot &&
targetSlot != this)
{
// finish the drag, swap the 2 slots
var fromIdx = SlotIndex;
var fromAssignment = _actionsComponent.Assignments[_actionsUI.SelectedHotbar, fromIdx];
var toIdx = targetSlot.SlotIndex;
var toAssignment = _actionsComponent.Assignments[_actionsUI.SelectedHotbar, toIdx];
if (fromIdx == toIdx) return;
if (!fromAssignment.HasValue) return;
_actionsComponent.Assignments.AssignSlot(_actionsUI.SelectedHotbar, toIdx, fromAssignment.Value);
if (toAssignment.HasValue)
{
_actionsComponent.Assignments.AssignSlot(_actionsUI.SelectedHotbar, fromIdx, toAssignment.Value);
}
else
{
_actionsComponent.Assignments.ClearSlot(_actionsUI.SelectedHotbar, fromIdx, false);
}
_actionsUI.UpdateUI();
}
else
{
// perform the action
if (UserInterfaceManager.CurrentlyHovered == this)
{
Depress(false);
}
}
_actionsUI.DragDropHelper.EndDrag();
DrawModeChanged();
}
protected override void ControlFocusExited()
{
// lost focus for some reason, cancel the drag if there is one.
base.ControlFocusExited();
_actionsUI.DragDropHelper.EndDrag();
DrawModeChanged();
}
/// <summary>
/// Cancel current press without triggering the action
/// </summary>
public void CancelPress()
{
_depressed = false;
DrawModeChanged();
}
/// <summary>
/// Press this button down. If it was depressed and now set to not depressed, will
/// trigger the action. Only has an effect if CanUseAction.
/// </summary>
public void Depress(bool depress)
{
// action can still be toggled if it's allowed to stay selected
if (!CanUseAction) return;
if (_depressed && !depress)
{
// fire the action
// no left-click interaction with it on cooldown or revoked
_actionsComponent.AttemptAction(this);
}
_depressed = depress;
DrawModeChanged();
}
/// <summary>
/// Updates the action assigned to this slot.
/// </summary>
/// <param name="action">action to assign</param>
/// <param name="actionEnabled">whether action should initially appear enable or disabled</param>
public void Assign(ActionPrototype action, bool actionEnabled)
{
// already assigned
if (Action != null && Action == action) return;
Action = action;
Item = null;
_depressed = false;
ToggledOn = false;
ActionEnabled = actionEnabled;
Cooldown = null;
HideTooltip();
UpdateIcons();
DrawModeChanged();
_number.SetMessage(SlotNumberLabel());
}
/// <summary>
/// Updates the item action assigned to this slot. The action will always be shown as disabled
/// until it is tied to a specific item.
/// </summary>
/// <param name="action">action to assign</param>
public void Assign(ItemActionPrototype action)
{
// already assigned
if (Action != null && Action == action && Item == null) return;
Action = action;
Item = null;
_depressed = false;
ToggledOn = false;
ActionEnabled = false;
Cooldown = null;
HideTooltip();
UpdateIcons();
DrawModeChanged();
_number.SetMessage(SlotNumberLabel());
}
/// <summary>
/// Updates the item action assigned to this slot, tied to a specific item.
/// </summary>
/// <param name="action">action to assign</param>
/// <param name="item">item the action is provided by</param>
/// <param name="actionEnabled">whether action should initially appear enable or disabled</param>
public void Assign(ItemActionPrototype action, IEntity item, bool actionEnabled)
{
// already assigned
if (Action != null && Action == action && Item == item) return;
Action = action;
Item = item;
_depressed = false;
ToggledOn = false;
ActionEnabled = false;
Cooldown = null;
HideTooltip();
UpdateIcons();
DrawModeChanged();
_number.SetMessage(SlotNumberLabel());
}
/// <summary>
/// Clears the action assigned to this slot
/// </summary>
public void Clear()
{
if (!HasAssignment) return;
Action = null;
Item = null;
ToggledOn = false;
_depressed = false;
Cooldown = null;
HideTooltip();
UpdateIcons();
DrawModeChanged();
_number.SetMessage(SlotNumberLabel());
}
/// <summary>
/// Display the action in this slot (if there is one) as enabled
/// </summary>
public void EnableAction()
{
if (ActionEnabled || !HasAssignment) return;
ActionEnabled = true;
_depressed = false;
DrawModeChanged();
_number.SetMessage(SlotNumberLabel());
}
/// <summary>
/// Display the action in this slot (if there is one) as disabled.
/// The slot is still clickable.
/// </summary>
public void DisableAction()
{
if (!ActionEnabled || !HasAssignment) return;
ActionEnabled = false;
_depressed = false;
DrawModeChanged();
_number.SetMessage(SlotNumberLabel());
}
private FormattedMessage SlotNumberLabel()
{
if (SlotNumber > 10) return FormattedMessage.FromMarkup("");
var number = Loc.GetString(SlotNumber == 10 ? "0" : SlotNumber.ToString());
var color = (ActionEnabled || !HasAssignment) ? EnabledColor : DisabledColor;
return FormattedMessage.FromMarkup("[color=" + color + "]" + number + "[/color]");
}
private void UpdateIcons()
{
if (!HasAssignment)
{
SetActionIcon(null);
SetItemIcon(null);
return;
}
if (HasToggleSprite && ToggledOn && Action != null)
{
SetActionIcon(Action.IconOn.Frame0());
}
else if (Action != null)
{
SetActionIcon(Action.Icon.Frame0());
}
if (Item != null)
{
SetItemIcon(Item.TryGetComponent<ISpriteComponent>(out var spriteComponent) ? spriteComponent : null);
}
else
{
SetItemIcon(null);
}
}
private void SetActionIcon(Texture? texture)
{
if (texture == null || !HasAssignment)
{
_bigActionIcon.Texture = null;
_bigActionIcon.Visible = false;
_smallActionIcon.Texture = null;
_smallActionIcon.Visible = false;
}
else
{
if (Action is ItemActionPrototype {IconStyle: ItemActionIconStyle.BigItem})
{
_bigActionIcon.Texture = null;
_bigActionIcon.Visible = false;
_smallActionIcon.Texture = texture;
_smallActionIcon.Visible = true;
}
else
{
_bigActionIcon.Texture = texture;
_bigActionIcon.Visible = true;
_smallActionIcon.Texture = null;
_smallActionIcon.Visible = false;
}
}
}
private void SetItemIcon(ISpriteComponent? sprite)
{
if (sprite == null || !HasAssignment)
{
_bigItemSpriteView.Visible = false;
_bigItemSpriteView.Sprite = null;
_smallItemSpriteView.Visible = false;
_smallItemSpriteView.Sprite = null;
}
else
{
if (Action is ItemActionPrototype actionPrototype)
{
switch (actionPrototype.IconStyle)
{
case ItemActionIconStyle.BigItem:
{
_bigItemSpriteView.Visible = true;
_bigItemSpriteView.Sprite = sprite;
_smallItemSpriteView.Visible = false;
_smallItemSpriteView.Sprite = null;
break;
}
case ItemActionIconStyle.BigAction:
{
_bigItemSpriteView.Visible = false;
_bigItemSpriteView.Sprite = null;
_smallItemSpriteView.Visible = true;
_smallItemSpriteView.Sprite = sprite;
break;
}
case ItemActionIconStyle.NoItem:
{
_bigItemSpriteView.Visible = false;
_bigItemSpriteView.Sprite = null;
_smallItemSpriteView.Visible = false;
_smallItemSpriteView.Sprite = null;
break;
}
}
}
else
{
_bigItemSpriteView.Visible = false;
_bigItemSpriteView.Sprite = null;
_smallItemSpriteView.Visible = false;
_smallItemSpriteView.Sprite = null;
}
}
}
private void DrawModeChanged()
{
// show a hover only if the action is usable or another action is being dragged on top of this
if (_beingHovered)
{
if (_actionsUI.DragDropHelper.IsDragging || _actionMenu.IsDragging ||
(HasAssignment && ActionEnabled && !IsOnCooldown))
{
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover);
return;
}
}
// always show the normal empty button style if no action in this slot
if (!HasAssignment)
{
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
return;
}
// it's only depress-able if it's usable, so if we're depressed
// show the depressed style
if (_depressed)
{
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassPressed);
return;
}
// if it's toggled on, always show the toggled on style (currently same as depressed style)
if (ToggledOn)
{
// when there's a toggle sprite, we're showing that sprite instead of highlighting this slot
SetOnlyStylePseudoClass(HasToggleSprite ? ContainerButton.StylePseudoClassNormal :
ContainerButton.StylePseudoClassPressed);
return;
}
if (!ActionEnabled)
{
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassDisabled);
return;
}
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (!Cooldown.HasValue)
{
_cooldownGraphic.Visible = false;
_cooldownGraphic.Progress = 0;
return;
}
var duration = Cooldown.Value.End - Cooldown.Value.Start;
var curTime = _gameTiming.CurTime;
var length = duration.TotalSeconds;
var progress = (curTime - Cooldown.Value.Start).TotalSeconds / length;
var ratio = (progress <= 1 ? (1 - progress) : (curTime - Cooldown.Value.End).TotalSeconds * -5);
_cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
_cooldownGraphic.Visible = ratio > -1f;
}
}
}