* 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
112 lines
3.1 KiB
C#
112 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.Input;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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namespace Content.Client.GameObjects.Components.HUD.Inventory
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{
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public abstract class InventoryInterfaceController : IDisposable
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{
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[Dependency] protected readonly IGameHud GameHud = default!;
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protected InventoryInterfaceController(ClientInventoryComponent owner)
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{
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Owner = owner;
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}
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public virtual void Initialize()
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{
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}
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public abstract SS14Window Window { get; }
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protected ClientInventoryComponent Owner { get; }
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public virtual void PlayerAttached()
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{
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GameHud.InventoryButtonVisible = true;
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GameHud.InventoryButtonToggled = b =>
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{
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if (b)
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{
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Window.Open();
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}
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else
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{
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Window.Close();
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}
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};
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}
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public virtual void PlayerDetached()
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{
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GameHud.InventoryButtonVisible = false;
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Window.Close();
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}
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public virtual void Dispose()
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{
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}
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/// <returns>the button controls associated with the
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/// specified slot, if any. Empty if none.</returns>
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public abstract IEnumerable<ItemSlotButton> GetItemSlotButtons(EquipmentSlotDefines.Slots slot);
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public virtual void AddToSlot(EquipmentSlotDefines.Slots slot, IEntity entity)
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{
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}
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public virtual void HoverInSlot(EquipmentSlotDefines.Slots slot, IEntity entity, bool fits)
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{
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}
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public virtual void RemoveFromSlot(EquipmentSlotDefines.Slots slot)
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{
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}
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protected virtual void HandleInventoryKeybind(GUIBoundKeyEventArgs args, EquipmentSlotDefines.Slots slot)
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{
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if (args.Function == EngineKeyFunctions.UIClick)
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{
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UseItemOnInventory(slot);
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}
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}
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protected void AddToInventory(GUIBoundKeyEventArgs args, EquipmentSlotDefines.Slots slot)
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{
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if (args.Function != EngineKeyFunctions.UIClick)
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{
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return;
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}
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Owner.SendEquipMessage(slot);
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}
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protected void UseItemOnInventory(EquipmentSlotDefines.Slots slot)
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{
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Owner.SendUseMessage(slot);
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}
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protected void OpenStorage(GUIBoundKeyEventArgs args, EquipmentSlotDefines.Slots slot)
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{
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if (args.Function != EngineKeyFunctions.UIClick && args.Function != ContentKeyFunctions.ActivateItemInWorld)
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{
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return;
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}
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Owner.SendOpenStorageUIMessage(slot);
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}
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protected void RequestItemHover(EquipmentSlotDefines.Slots slot)
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{
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Owner.SendHoverMessage(slot);
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}
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}
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}
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