Files
tbd-station-14/Content.Client/Gateway/UI/GatewayWindow.xaml.cs
metalgearsloth 816ee2e1ab Gateway destinations (#21040)
* Gateway generation

* Gateway stuff

* gatewehs

* mercenaries

* play area

* Range fixes and tweaks

* weh

* Gateway UI polish

* Lots of fixes

* Knock some items off

* Fix dungeon spawning

Realistically we should probably be using a salvage job.

* wahwah

* wehvs

* expression

* weh

* eee

* a

* a

* WEH

* frfr

* Gatwey

* Fix gateway windows

* Fix gateway windows

* a

* a

* Better layer masking

* a

* a

* Noise fixes

* a

* Fix fractal calculations

* a

* More fixes

* Fixes

* Add layers back in

* Fixes

* namespaces and ftl

* Other TODO

* Fix distance

* Cleanup

* Fix test
2023-11-14 19:23:40 -07:00

255 lines
7.4 KiB
C#

using System.Numerics;
using Content.Client.Computer;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.Gateway;
using Content.Shared.Shuttles.BUIStates;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Timing;
namespace Content.Client.Gateway.UI;
[GenerateTypedNameReferences]
public sealed partial class GatewayWindow : FancyWindow,
IComputerWindow<EmergencyConsoleBoundUserInterfaceState>
{
private readonly IGameTiming _timing;
public event Action<NetEntity>? OpenPortal;
private List<GatewayDestinationData> _destinations = new();
public readonly NetEntity Owner;
private NetEntity? _current;
private TimeSpan _nextReady;
private TimeSpan _cooldown;
private TimeSpan _unlockTime;
private TimeSpan _nextUnlock;
/// <summary>
/// Re-apply the state if the timer has elapsed.
/// </summary>
private GatewayBoundUserInterfaceState? _lastState;
/// <summary>
/// Are we currently waiting on an unlock timer.
/// </summary>
private bool _isUnlockPending = true;
/// <summary>
/// Are we currently waiting on a cooldown timer.
/// </summary>
private bool _isCooldownPending = true;
public GatewayWindow(NetEntity netEntity)
{
RobustXamlLoader.Load(this);
var dependencies = IoCManager.Instance!;
_timing = dependencies.Resolve<IGameTiming>();
Owner = netEntity;
NextUnlockBar.ForegroundStyleBoxOverride = new StyleBoxFlat(Color.FromHex("#C74EBD"));
}
public void UpdateState(GatewayBoundUserInterfaceState state)
{
_destinations = state.Destinations;
_current = state.Current;
_nextReady = state.NextReady;
_cooldown = state.Cooldown;
_unlockTime = state.UnlockTime;
_nextUnlock = state.NextUnlock;
_isUnlockPending = _nextUnlock >= _timing.CurTime;
_isCooldownPending = _nextReady >= _timing.CurTime;
Container.DisposeAllChildren();
if (_destinations.Count == 0)
{
Container.AddChild(new BoxContainer()
{
HorizontalExpand = true,
VerticalExpand = true,
Children =
{
new Label()
{
Text = Loc.GetString("gateway-window-no-destinations"),
HorizontalAlignment = HAlignment.Center
}
}
});
return;
}
var now = _timing.CurTime;
foreach (var dest in _destinations)
{
var ent = dest.Entity;
var name = dest.Name;
var locked = dest.Locked && _nextUnlock > _timing.CurTime;
var box = new BoxContainer()
{
Orientation = BoxContainer.LayoutOrientation.Horizontal,
Margin = new Thickness(5f, 5f),
};
// HOW DO I ALIGN THESE GOODER
var nameLabel = new RichTextLabel()
{
VerticalAlignment = VAlignment.Center,
SetWidth = 156f,
};
nameLabel.SetMessage(name);
box.AddChild(nameLabel);
// Buffer
box.AddChild(new Control()
{
HorizontalExpand = true,
});
bool Pressable() => ent == _current || ent == Owner;
var buttonStripe = new StripeBack()
{
Visible = locked,
HorizontalExpand = true,
VerticalExpand = true,
Margin = new Thickness(10f, 0f, 0f, 0f),
Children =
{
new Label()
{
Text = Loc.GetString("gateway-window-locked"),
HorizontalAlignment = HAlignment.Center,
VerticalAlignment = VAlignment.Center,
}
}
};
var openButton = new Button()
{
Text = Loc.GetString("gateway-window-open-portal"),
Pressed = Pressable(),
ToggleMode = true,
Disabled = now < _nextReady || Pressable(),
HorizontalAlignment = HAlignment.Right,
Margin = new Thickness(10f, 0f, 0f, 0f),
Visible = !locked,
SetHeight = 32f,
};
openButton.OnPressed += args =>
{
OpenPortal?.Invoke(ent);
};
if (Pressable())
{
openButton.AddStyleClass(StyleBase.ButtonCaution);
}
var buttonContainer = new BoxContainer()
{
Children =
{
buttonStripe,
openButton,
},
SetSize = new Vector2(128f, 40f),
};
box.AddChild(buttonContainer);
Container.AddChild(new PanelContainer()
{
PanelOverride = new StyleBoxFlat(new Color(30, 30, 34)),
Margin = new Thickness(10f, 5f),
Children =
{
box
}
});
}
_lastState = state;
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
var now = _timing.CurTime;
var dirtyState = false;
// if its not going to close then show it as empty
if (_nextUnlock == TimeSpan.Zero)
{
NextUnlockBar.Value = 1f;
NextUnlockText.Text = "00:00";
}
else
{
var remaining = _nextUnlock - now;
if (remaining < TimeSpan.Zero)
{
if (_isUnlockPending)
{
dirtyState = true;
_isUnlockPending = false;
}
NextUnlockBar.Value = 1f;
NextUnlockText.Text = "00:00";
}
else
{
NextUnlockBar.Value = 1f - (float) (remaining.TotalSeconds / _unlockTime.TotalSeconds);
NextUnlockText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
}
}
// if its not going to close then show it as empty
if (_current == null || _cooldown == TimeSpan.Zero)
{
NextReadyBar.Value = 1f;
NextCloseText.Text = "00:00";
}
else
{
var remaining = _nextReady - now;
if (remaining < TimeSpan.Zero)
{
if (_isCooldownPending)
{
dirtyState = true;
_isCooldownPending = false;
}
NextReadyBar.Value = 1f;
NextCloseText.Text = "00:00";
}
else
{
NextReadyBar.Value = 1f - (float) (remaining.TotalSeconds / _cooldown.TotalSeconds);
NextCloseText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
}
}
if (dirtyState && _lastState != null)
{
// Refresh UI buttons.
UpdateState(_lastState);
}
}
}