* Make ghost roles collapsible * Save `BodyVisible` state of each `Collapsible` box * Make ghost role collapsible only when group has more than 1 role * Make it a little prettier * Make only ghost role buttons collapsible * Apply requested changes * Typo * Small cleanup * Store in list, instead of iterating * Make unique ids more unique * Move it out of the cycle * Make _collapsibleBoxes into dictionary and use key instead of Collapsible boxes names Added TODO. So after the problem will be fixed in `GhostRolesEui`, it should be mirrored and fixed here too. * Put TODO in GhostRolesEui. I guess Issue must be made for this * Use HashSet instead of Dictionary as suggested. Invert the HashSet, so being present means it uncollapsed I decided to invert HashSet to _uncollapsedStates, because players surely will have more collapsed buttons than opened, so we optimise memory usage a little bit. * Remove extra space from ghost roles window * Add buttons stretching. Size 3:1
101 lines
3.4 KiB
C#
101 lines
3.4 KiB
C#
using System.Linq;
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using Content.Shared.Ghost.Roles;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Utility;
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namespace Content.Client.UserInterface.Systems.Ghost.Controls.Roles
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{
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[GenerateTypedNameReferences]
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public sealed partial class GhostRolesWindow : DefaultWindow
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{
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public event Action<GhostRoleInfo>? OnRoleRequestButtonClicked;
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public event Action<GhostRoleInfo>? OnRoleFollow;
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private Dictionary<(string name, string description), Collapsible> _collapsibleBoxes = new();
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private HashSet<(string name, string description)> _uncollapsedStates = new();
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public GhostRolesWindow()
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{
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RobustXamlLoader.Load(this);
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}
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public void ClearEntries()
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{
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NoRolesMessage.Visible = true;
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EntryContainer.DisposeAllChildren();
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_collapsibleBoxes.Clear();
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}
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public void SaveCollapsibleBoxesStates()
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{
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_uncollapsedStates.Clear();
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foreach (var (key, collapsible) in _collapsibleBoxes)
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{
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if (collapsible.BodyVisible)
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{
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_uncollapsedStates.Add(key);
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}
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}
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}
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public void RestoreCollapsibleBoxesStates()
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{
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foreach (var (key, collapsible) in _collapsibleBoxes)
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{
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collapsible.BodyVisible = _uncollapsedStates.Contains(key);
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}
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}
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public void AddEntry(string name, string description, bool hasAccess, FormattedMessage? reason, IEnumerable<GhostRoleInfo> roles, SpriteSystem spriteSystem)
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{
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NoRolesMessage.Visible = false;
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var ghostRoleInfos = roles.ToList();
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var rolesCount = ghostRoleInfos.Count;
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var info = new GhostRoleInfoBox(name, description);
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var buttons = new GhostRoleButtonsBox(hasAccess, reason, ghostRoleInfos, spriteSystem);
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buttons.OnRoleSelected += OnRoleRequestButtonClicked;
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buttons.OnRoleFollow += OnRoleFollow;
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EntryContainer.AddChild(info);
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if (rolesCount > 1)
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{
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var buttonHeading = new CollapsibleHeading(Loc.GetString("ghost-roles-window-available-button", ("rolesCount", rolesCount)));
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buttonHeading.AddStyleClass(ContainerButton.StyleClassButton);
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buttonHeading.Label.HorizontalAlignment = HAlignment.Center;
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buttonHeading.Label.HorizontalExpand = true;
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var body = new CollapsibleBody
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{
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Margin = new Thickness(0, 5, 0, 0),
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};
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// TODO: Add Requirements to this key when it'll be fixed and work as an equality key in GhostRolesEui
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var key = (name, description);
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var collapsible = new Collapsible(buttonHeading, body)
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{
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Orientation = BoxContainer.LayoutOrientation.Vertical,
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Margin = new Thickness(0, 0, 0, 8),
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};
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body.AddChild(buttons);
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EntryContainer.AddChild(collapsible);
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_collapsibleBoxes.Add(key, collapsible);
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}
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else
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{
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EntryContainer.AddChild(buttons);
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}
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}
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}
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}
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