* Grid Inventory * oh boy we keep cracking on * auto insertion is kinda working? gross, too! * pieces and proper layouts * fix the sprites * mousing over grid pieces... finally * dragging deez nuts all over the screen * eek! * dragging is 90% less horrendous * auto-rotating * flatten * Rotation at last * fix rotation and change keybind for removing items. * rebinding and keybinding * wow! look at that! configurable with a button! cool! * dragging is a bit cooler, eh? * hover insert, my beloved * add some grids for storage, fix 1x1 storages, fix multiple inputs at once * el navigation * oh yeah some stuff i forgor * more fixes and QOL stuff * the griddening * the last of it (yippee) * sloth review :)
118 lines
6.3 KiB
C#
118 lines
6.3 KiB
C#
using Content.Shared.Input;
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using Robust.Shared.Input;
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namespace Content.Client.Input
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{
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/// <summary>
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/// Contains a helper function for setting up all content
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/// contexts, and modifying existing engine ones.
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/// </summary>
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public static class ContentContexts
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{
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public static void SetupContexts(IInputContextContainer contexts)
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{
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var common = contexts.GetContext("common");
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common.AddFunction(ContentKeyFunctions.FocusChat);
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common.AddFunction(ContentKeyFunctions.FocusLocalChat);
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common.AddFunction(ContentKeyFunctions.FocusEmote);
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common.AddFunction(ContentKeyFunctions.FocusWhisperChat);
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common.AddFunction(ContentKeyFunctions.FocusRadio);
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common.AddFunction(ContentKeyFunctions.FocusLOOC);
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common.AddFunction(ContentKeyFunctions.FocusOOC);
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common.AddFunction(ContentKeyFunctions.FocusAdminChat);
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common.AddFunction(ContentKeyFunctions.FocusConsoleChat);
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common.AddFunction(ContentKeyFunctions.FocusDeadChat);
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common.AddFunction(ContentKeyFunctions.CycleChatChannelForward);
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common.AddFunction(ContentKeyFunctions.CycleChatChannelBackward);
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common.AddFunction(ContentKeyFunctions.EscapeContext);
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common.AddFunction(ContentKeyFunctions.ExamineEntity);
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common.AddFunction(ContentKeyFunctions.OpenAHelp);
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common.AddFunction(ContentKeyFunctions.TakeScreenshot);
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common.AddFunction(ContentKeyFunctions.TakeScreenshotNoUI);
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common.AddFunction(ContentKeyFunctions.ToggleFullscreen);
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common.AddFunction(ContentKeyFunctions.MoveStoredItem);
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common.AddFunction(ContentKeyFunctions.RotateStoredItem);
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common.AddFunction(ContentKeyFunctions.Point);
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common.AddFunction(ContentKeyFunctions.ZoomOut);
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common.AddFunction(ContentKeyFunctions.ZoomIn);
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common.AddFunction(ContentKeyFunctions.ResetZoom);
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common.AddFunction(ContentKeyFunctions.InspectEntity);
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// Not in engine, because engine cannot check for sanbox/admin status before starting placement.
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common.AddFunction(ContentKeyFunctions.EditorCopyObject);
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// Not in engine because the engine doesn't understand what a flipped object is
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common.AddFunction(ContentKeyFunctions.EditorFlipObject);
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var human = contexts.GetContext("human");
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human.AddFunction(EngineKeyFunctions.MoveUp);
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human.AddFunction(EngineKeyFunctions.MoveDown);
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human.AddFunction(EngineKeyFunctions.MoveLeft);
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human.AddFunction(EngineKeyFunctions.MoveRight);
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human.AddFunction(EngineKeyFunctions.Walk);
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human.AddFunction(ContentKeyFunctions.SwapHands);
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human.AddFunction(ContentKeyFunctions.Drop);
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human.AddFunction(ContentKeyFunctions.UseItemInHand);
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human.AddFunction(ContentKeyFunctions.AltUseItemInHand);
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human.AddFunction(ContentKeyFunctions.OpenCharacterMenu);
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human.AddFunction(ContentKeyFunctions.ActivateItemInWorld);
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human.AddFunction(ContentKeyFunctions.ThrowItemInHand);
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human.AddFunction(ContentKeyFunctions.AltActivateItemInWorld);
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human.AddFunction(ContentKeyFunctions.TryPullObject);
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human.AddFunction(ContentKeyFunctions.MovePulledObject);
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human.AddFunction(ContentKeyFunctions.ReleasePulledObject);
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human.AddFunction(ContentKeyFunctions.OpenCraftingMenu);
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human.AddFunction(ContentKeyFunctions.OpenInventoryMenu);
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human.AddFunction(ContentKeyFunctions.SmartEquipBackpack);
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human.AddFunction(ContentKeyFunctions.SmartEquipBelt);
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human.AddFunction(ContentKeyFunctions.MouseMiddle);
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human.AddFunction(ContentKeyFunctions.ArcadeUp);
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human.AddFunction(ContentKeyFunctions.ArcadeDown);
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human.AddFunction(ContentKeyFunctions.ArcadeLeft);
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human.AddFunction(ContentKeyFunctions.ArcadeRight);
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human.AddFunction(ContentKeyFunctions.Arcade1);
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human.AddFunction(ContentKeyFunctions.Arcade2);
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human.AddFunction(ContentKeyFunctions.Arcade3);
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// actions should be common (for ghosts, mobs, etc)
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common.AddFunction(ContentKeyFunctions.OpenActionsMenu);
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foreach (var boundKey in ContentKeyFunctions.GetHotbarBoundKeys())
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{
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common.AddFunction(boundKey);
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}
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var aghost = contexts.New("aghost", "common");
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aghost.AddFunction(EngineKeyFunctions.MoveUp);
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aghost.AddFunction(EngineKeyFunctions.MoveDown);
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aghost.AddFunction(EngineKeyFunctions.MoveLeft);
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aghost.AddFunction(EngineKeyFunctions.MoveRight);
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aghost.AddFunction(EngineKeyFunctions.Walk);
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aghost.AddFunction(ContentKeyFunctions.SwapHands);
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aghost.AddFunction(ContentKeyFunctions.Drop);
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aghost.AddFunction(ContentKeyFunctions.UseItemInHand);
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aghost.AddFunction(ContentKeyFunctions.AltUseItemInHand);
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aghost.AddFunction(ContentKeyFunctions.ActivateItemInWorld);
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aghost.AddFunction(ContentKeyFunctions.ThrowItemInHand);
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aghost.AddFunction(ContentKeyFunctions.AltActivateItemInWorld);
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aghost.AddFunction(ContentKeyFunctions.TryPullObject);
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aghost.AddFunction(ContentKeyFunctions.MovePulledObject);
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aghost.AddFunction(ContentKeyFunctions.ReleasePulledObject);
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var ghost = contexts.New("ghost", "human");
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ghost.AddFunction(EngineKeyFunctions.MoveUp);
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ghost.AddFunction(EngineKeyFunctions.MoveDown);
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ghost.AddFunction(EngineKeyFunctions.MoveLeft);
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ghost.AddFunction(EngineKeyFunctions.MoveRight);
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ghost.AddFunction(EngineKeyFunctions.Walk);
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common.AddFunction(ContentKeyFunctions.OpenEntitySpawnWindow);
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common.AddFunction(ContentKeyFunctions.OpenSandboxWindow);
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common.AddFunction(ContentKeyFunctions.OpenTileSpawnWindow);
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common.AddFunction(ContentKeyFunctions.OpenDecalSpawnWindow);
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common.AddFunction(ContentKeyFunctions.OpenAdminMenu);
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common.AddFunction(ContentKeyFunctions.OpenGuidebook);
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}
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}
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}
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