Files
tbd-station-14/Content.Client/Disposal/UI/DisposalUnitWindow.cs
metalgearsloth 4da74d0ee4 Refactor disposals to ECS (#4418)
* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping
2021-08-12 13:40:38 +10:00

156 lines
6.2 KiB
C#

using System;
using Content.Client.Stylesheets;
using Content.Shared.Disposal;
using Content.Shared.Disposal.Components;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Content.Client.Disposal.UI
{
/// <summary>
/// Client-side UI used to control a <see cref="SharedDisposalUnitComponent"/>
/// </summary>
public class DisposalUnitWindow : SS14Window
{
private readonly Label _unitState;
private readonly ProgressBar _pressureBar;
public readonly Button Engage;
public readonly Button Eject;
public readonly Button Power;
public DisposalUnitWindow()
{
IoCManager.InjectDependencies(this);
MinSize = SetSize = (300, 140);
Resizable = false;
Contents.AddChild(new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
Children =
{
new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
SeparationOverride = 4,
Children =
{
new Label {Text = Loc.GetString("ui-disposal-unit-label-state")},
(_unitState = new Label {Text = Loc.GetString("ui-disposal-unit-label-status")})
}
},
new Control {MinSize = (0, 5)},
new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
SeparationOverride = 4,
Children =
{
new Label {Text = Loc.GetString("ui-disposal-unit-label-pressure")},
(_pressureBar = new ProgressBar
{
MinSize = (190, 20),
HorizontalAlignment = HAlignment.Right,
MinValue = 0,
MaxValue = 1,
Page = 0,
Value = 0.5f
})
}
},
new Control {MinSize = (0, 10)},
new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
Children =
{
(Engage = new Button
{
Text = Loc.GetString("ui-disposal-unit-button-flush"),
StyleClasses = {StyleBase.ButtonOpenRight},
ToggleMode = true
}),
(Eject = new Button
{
Text = Loc.GetString("ui-disposal-unit-button-eject"),
StyleClasses = {StyleBase.ButtonOpenBoth}
}),
(Power = new CheckButton
{
Text = Loc.GetString("ui-disposal-unit-button-power"),
StyleClasses = {StyleBase.ButtonOpenLeft}
})
}
}
}
});
}
private void UpdatePressureBar(float pressure)
{
_pressureBar.Value = pressure;
var normalized = pressure / _pressureBar.MaxValue;
const float leftHue = 0.0f; // Red
const float middleHue = 0.066f; // Orange
const float rightHue = 0.33f; // Green
const float saturation = 1.0f; // Uniform saturation
const float value = 0.8f; // Uniform value / brightness
const float alpha = 1.0f; // Uniform alpha
// These should add up to 1.0 or your transition won't be smooth
const float leftSideSize = 0.5f; // Fraction of _chargeBar lerped from leftHue to middleHue
const float rightSideSize = 0.5f; // Fraction of _chargeBar lerped from middleHue to rightHue
float finalHue;
if (normalized <= leftSideSize)
{
normalized /= leftSideSize; // Adjust range to 0.0 to 1.0
finalHue = MathHelper.Lerp(leftHue, middleHue, normalized);
}
else
{
normalized = (normalized - leftSideSize) / rightSideSize; // Adjust range to 0.0 to 1.0.
finalHue = MathHelper.Lerp(middleHue, rightHue, normalized);
}
// Check if null first to avoid repeatedly creating this.
_pressureBar.ForegroundStyleBoxOverride ??= new StyleBoxFlat();
var foregroundStyleBoxOverride = (StyleBoxFlat) _pressureBar.ForegroundStyleBoxOverride;
foregroundStyleBoxOverride.BackgroundColor =
Color.FromHsv(new Vector4(finalHue, saturation, value, alpha));
}
/// <summary>
/// Update the interface state for the disposals window.
/// </summary>
/// <returns>true if we should stop updating every frame.</returns>
public bool UpdateState(DisposalUnitBoundUserInterfaceState state)
{
var currentTime = IoCManager.Resolve<IGameTiming>().CurTime;
var fullTime = state.FullPressureTime;
var pressure = (float) Math.Min(1.0f, 1.0f - (fullTime.TotalSeconds - currentTime.TotalSeconds) * SharedDisposalUnitSystem.PressurePerSecond);
Title = state.UnitName;
_unitState.Text = state.UnitState;
UpdatePressureBar(pressure);
Power.Pressed = state.Powered;
Engage.Pressed = state.Engaged;
return !state.Powered || pressure >= 1.0f;
}
}
}