* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
271 lines
9.8 KiB
C#
271 lines
9.8 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Content.Client.UserInterface;
|
|
using Content.Client.Utility;
|
|
using JetBrains.Annotations;
|
|
using Robust.Client.ResourceManagement;
|
|
using Robust.Client.UserInterface;
|
|
using Robust.Client.UserInterface.Controls;
|
|
using Robust.Client.UserInterface.CustomControls;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Maths;
|
|
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
|
|
|
|
namespace Content.Client.GameObjects.Components.HUD.Inventory
|
|
{
|
|
// Dynamically instantiated by ClientInventoryComponent.
|
|
[UsedImplicitly]
|
|
public class HumanInventoryInterfaceController : InventoryInterfaceController
|
|
{
|
|
[Dependency] private readonly IResourceCache _resourceCache = default!;
|
|
[Dependency] private readonly IItemSlotManager _itemSlotManager = default!;
|
|
|
|
private readonly Dictionary<Slots, List<ItemSlotButton>> _inventoryButtons
|
|
= new();
|
|
|
|
private ItemSlotButton _hudButtonPocket1;
|
|
private ItemSlotButton _hudButtonPocket2;
|
|
private ItemSlotButton _hudButtonBelt;
|
|
private ItemSlotButton _hudButtonBack;
|
|
private ItemSlotButton _hudButtonId;
|
|
private Control _rightQuickButtonsContainer;
|
|
private Control _leftQuickButtonsContainer;
|
|
|
|
public HumanInventoryInterfaceController(ClientInventoryComponent owner) : base(owner)
|
|
{
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_window = new HumanInventoryWindow(_resourceCache);
|
|
_window.OnClose += () => GameHud.InventoryButtonDown = false;
|
|
foreach (var (slot, button) in _window.Buttons)
|
|
{
|
|
button.OnPressed = (e) => AddToInventory(e, slot);
|
|
button.OnStoragePressed = (e) => OpenStorage(e, slot);
|
|
button.OnHover = (e) => RequestItemHover(slot);
|
|
_inventoryButtons.Add(slot, new List<ItemSlotButton> {button});
|
|
}
|
|
|
|
void AddButton(out ItemSlotButton variable, Slots slot, string textureName)
|
|
{
|
|
var texture = _resourceCache.GetTexture($"/Textures/Interface/Inventory/{textureName}.png");
|
|
var storageTexture = _resourceCache.GetTexture("/Textures/Interface/Inventory/back.png");
|
|
variable = new ItemSlotButton(texture, storageTexture)
|
|
{
|
|
OnPressed = (e) => AddToInventory(e, slot),
|
|
OnStoragePressed = (e) => OpenStorage(e, slot),
|
|
OnHover = (e) => RequestItemHover(slot)
|
|
};
|
|
_inventoryButtons[slot].Add(variable);
|
|
}
|
|
|
|
AddButton(out _hudButtonPocket1, Slots.POCKET1, "pocket");
|
|
AddButton(out _hudButtonPocket2, Slots.POCKET2, "pocket");
|
|
AddButton(out _hudButtonBack, Slots.BACKPACK, "back");
|
|
AddButton(out _hudButtonBelt, Slots.BELT, "belt");
|
|
AddButton(out _hudButtonId, Slots.IDCARD, "id");
|
|
|
|
_leftQuickButtonsContainer = new HBoxContainer
|
|
{
|
|
Children =
|
|
{
|
|
_hudButtonId,
|
|
_hudButtonBack,
|
|
_hudButtonBelt,
|
|
},
|
|
SeparationOverride = 5
|
|
};
|
|
_rightQuickButtonsContainer = new HBoxContainer
|
|
{
|
|
Children =
|
|
{
|
|
_hudButtonPocket1,
|
|
_hudButtonPocket2,
|
|
// keeps this "balanced" with the left, so the hands will appear perfectly in the center
|
|
new Control{CustomMinimumSize = (64, 64)}
|
|
},
|
|
SeparationOverride = 5
|
|
};
|
|
}
|
|
|
|
public override SS14Window Window => _window;
|
|
private HumanInventoryWindow _window;
|
|
|
|
public override IEnumerable<ItemSlotButton> GetItemSlotButtons(Slots slot)
|
|
{
|
|
if (!_inventoryButtons.TryGetValue(slot, out var buttons))
|
|
{
|
|
return Enumerable.Empty<ItemSlotButton>();
|
|
}
|
|
|
|
return buttons;
|
|
}
|
|
|
|
public override void AddToSlot(Slots slot, IEntity entity)
|
|
{
|
|
base.AddToSlot(slot, entity);
|
|
|
|
if (!_inventoryButtons.TryGetValue(slot, out var buttons))
|
|
return;
|
|
|
|
foreach (var button in buttons)
|
|
{
|
|
_itemSlotManager.SetItemSlot(button, entity);
|
|
button.OnPressed = (e) => HandleInventoryKeybind(e, slot);
|
|
}
|
|
}
|
|
|
|
public override void RemoveFromSlot(Slots slot)
|
|
{
|
|
base.RemoveFromSlot(slot);
|
|
|
|
if (!_inventoryButtons.TryGetValue(slot, out var buttons))
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var button in buttons)
|
|
{
|
|
ClearButton(button, slot);
|
|
}
|
|
}
|
|
|
|
public override void HoverInSlot(Slots slot, IEntity entity, bool fits)
|
|
{
|
|
base.HoverInSlot(slot, entity, fits);
|
|
|
|
if (!_inventoryButtons.TryGetValue(slot, out var buttons))
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var button in buttons)
|
|
{
|
|
_itemSlotManager.HoverInSlot(button, entity, fits);
|
|
}
|
|
}
|
|
|
|
protected override void HandleInventoryKeybind(GUIBoundKeyEventArgs args, Slots slot)
|
|
{
|
|
if (!_inventoryButtons.TryGetValue(slot, out var buttons))
|
|
return;
|
|
if (!Owner.TryGetSlot(slot, out var item))
|
|
return;
|
|
if (_itemSlotManager.OnButtonPressed(args, item))
|
|
return;
|
|
|
|
base.HandleInventoryKeybind(args, slot);
|
|
}
|
|
|
|
private void ClearButton(ItemSlotButton button, Slots slot)
|
|
{
|
|
button.OnPressed = (e) => AddToInventory(e, slot);
|
|
_itemSlotManager.SetItemSlot(button, null);
|
|
}
|
|
|
|
public override void PlayerAttached()
|
|
{
|
|
base.PlayerAttached();
|
|
|
|
GameHud.RightInventoryQuickButtonContainer.AddChild(_rightQuickButtonsContainer);
|
|
GameHud.LeftInventoryQuickButtonContainer.AddChild(_leftQuickButtonsContainer);
|
|
|
|
// Update all the buttons to make sure they check out.
|
|
|
|
foreach (var (slot, buttons) in _inventoryButtons)
|
|
{
|
|
foreach (var button in buttons)
|
|
{
|
|
ClearButton(button, slot);
|
|
}
|
|
|
|
if (Owner.TryGetSlot(slot, out var entity))
|
|
{
|
|
AddToSlot(slot, entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void PlayerDetached()
|
|
{
|
|
base.PlayerDetached();
|
|
|
|
GameHud.RightInventoryQuickButtonContainer.RemoveChild(_rightQuickButtonsContainer);
|
|
GameHud.LeftInventoryQuickButtonContainer.RemoveChild(_leftQuickButtonsContainer);
|
|
|
|
foreach (var (slot, list) in _inventoryButtons)
|
|
{
|
|
foreach (var button in list)
|
|
{
|
|
ClearButton(button, slot);
|
|
}
|
|
}
|
|
}
|
|
|
|
private class HumanInventoryWindow : SS14Window
|
|
{
|
|
private const int ButtonSize = 64;
|
|
private const int ButtonSeparation = 4;
|
|
private const int RightSeparation = 2;
|
|
|
|
public IReadOnlyDictionary<Slots, ItemSlotButton> Buttons { get; }
|
|
|
|
public HumanInventoryWindow(IResourceCache resourceCache)
|
|
{
|
|
Title = Loc.GetString("Your Inventory");
|
|
Resizable = false;
|
|
|
|
var buttonDict = new Dictionary<Slots, ItemSlotButton>();
|
|
Buttons = buttonDict;
|
|
|
|
const int width = ButtonSize * 4 + ButtonSeparation * 3 + RightSeparation;
|
|
const int height = ButtonSize * 4 + ButtonSeparation * 3;
|
|
|
|
var windowContents = new LayoutContainer {CustomMinimumSize = (width, height)};
|
|
Contents.AddChild(windowContents);
|
|
|
|
void AddButton(Slots slot, string textureName, Vector2 position)
|
|
{
|
|
var texture = resourceCache.GetTexture($"/Textures/Interface/Inventory/{textureName}.png");
|
|
var storageTexture = resourceCache.GetTexture("/Textures/Interface/Inventory/back.png");
|
|
var button = new ItemSlotButton(texture, storageTexture);
|
|
|
|
LayoutContainer.SetPosition(button, position);
|
|
|
|
windowContents.AddChild(button);
|
|
buttonDict.Add(slot, button);
|
|
}
|
|
|
|
const int sizep = (ButtonSize + ButtonSeparation);
|
|
|
|
// Left column.
|
|
AddButton(Slots.EYES, "glasses", (0, 0));
|
|
AddButton(Slots.NECK, "neck", (0, sizep));
|
|
AddButton(Slots.INNERCLOTHING, "uniform", (0, 2 * sizep));
|
|
AddButton(Slots.POCKET1, "pocket", (0, 3 * sizep));
|
|
|
|
// Middle column.
|
|
AddButton(Slots.HEAD, "head", (sizep, 0));
|
|
AddButton(Slots.MASK, "mask", (sizep, sizep));
|
|
AddButton(Slots.OUTERCLOTHING, "suit", (sizep, 2 * sizep));
|
|
AddButton(Slots.SHOES, "shoes", (sizep, 3 * sizep));
|
|
|
|
// Right column
|
|
AddButton(Slots.EARS, "ears", (2 * sizep, 0));
|
|
AddButton(Slots.IDCARD, "id", (2 * sizep, sizep));
|
|
AddButton(Slots.GLOVES, "gloves", (2 * sizep, 2 * sizep));
|
|
AddButton(Slots.POCKET2, "pocket", (2 * sizep, 3 * sizep));
|
|
|
|
// Far right column.
|
|
AddButton(Slots.BACKPACK, "back", (3 * sizep, 0));
|
|
AddButton(Slots.BELT, "belt", (3 * sizep, sizep));
|
|
}
|
|
}
|
|
}
|
|
}
|