* cameras but i didn't feel like git stashing them * Adds more functionality server-side for surveillance cameras * rider moment * Adds skeleton for SurveillanceCameraMonitorBoundUi on client * whoops * makes surveillance camera monitor UI more defined * removes tree from SurveillanceCameraMonitorWindow * surveillance camera active flag, other routing things * actually sets how SurveillanceCameraMonitorSystem sends camera info to clients * adds entity yaml, changes field * adds the camera/monitor entities, makes the UI open * SurveillanceCameraRouters (not implemented fully) * subnets for cameras, server-side * it works! * fixes rotation in cameras * whoops restores surveillance cameras to ignored components makes it so that switching cameras now lerps the other camera * makes the UI work * makes it so that cameras actually refresh now * cleanup * adds camera.rsi * cleans up prototypes a bit * adds camera subnet frequencies, cameras in subnets * adds surveillance camera router subnets * might fix testing errors * adds the circuit board to the surveillance camera monitor * fixes up the camera monitor (the detective will get his tv soon) * adds heartbeat, ensures subnet data is passed into cameras to send * fixes up a few things * whoops * changes to UI internals * fixes subnet selection issue * localized strings for UI * changes 'test' id to 'camera' for cameras * whoops * missing s * camera static! * adds a delay to camera switching * adjusts a few things in camera timing * adds setup for cameras/routers, localization for frequency names * adds setup ui for routers, makes subnet names in monitor window follow frequency name in prototype * localization, some cleanup * ui adjustments * adds surveillance camera visuals * fixes a bug when closing the UI for monitors * adds disconnect message to UI * adds construction graph to cameras * adds the camera to the construction menu * fixes network selection for setup, tweak to assembly * adds surveillance camera router construction, fixes up surveillance camera wire cutting * adds disconnect button to monitor UI * switches around the status text * tweaks monitor UI * makes the address actually show * might make tests pass * UI adjustments, hard name limit * ok, that didn't work * adds wireless cameras * makes the television work/look nicer * adds tripod cameras in addition to mobile cameras * makes wireless cameras constructable * fixes up those prototypes * reorganization in C#, small cleanup * ensures that power changes deactivate some devices * adds a component to the television, comments out a function * actually, never mind, i forgot that wireless cameras existed/are creatable for a second * tweaks to router construction, removes SubnetTest from prototypes * removes it from frequencies too * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * type serializers into components * setup window opens centered, enum is now byte * replaces active monitor list with ActiveSurveillanceCameraMonitorComponent * adds paused/deleted entity checks, changes how verbs are given * removes EntitySystem.Get<T>() references * fixes bug related to selecting network from setup, alphabet-orders network listing in setup * rider moment * adds minwidth to surveillance camera setup window * addresses reviews * should fix the issue with camera visuals not updating properly * addresses some reviews * addresses further review * addresses reviews related to RSIs * never needed a key there anyways * changes a few things with routers to ensure that they're active * whoops * ensurecomp over addcomp * whoops Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using Content.Shared.DeviceNetwork;
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using Robust.Client.AutoGenerated;
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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.Prototypes;
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namespace Content.Client.SurveillanceCamera.UI;
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[GenerateTypedNameReferences]
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public sealed partial class SurveillanceCameraSetupWindow : DefaultWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public Action<string>? OnNameConfirm;
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public Action<int>? OnNetworkConfirm;
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public SurveillanceCameraSetupWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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NetworkConfirm.OnPressed += _ => OnNetworkConfirm!(NetworkSelector.SelectedId);
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NameConfirm.OnPressed += _ => OnNameConfirm!(DeviceName.Text);
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NetworkSelector.OnItemSelected += args => NetworkSelector.SelectId(args.Id);
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}
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public void HideNameSelector() => NamingSection.Visible = false;
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public void UpdateState(string name, bool disableNaming, bool disableNetworkSelector)
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{
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DeviceName.Text = name;
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DeviceName.Editable = !disableNaming;
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NameConfirm.Disabled = disableNaming;
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NetworkSelector.Disabled = disableNetworkSelector;
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NetworkConfirm.Disabled = disableNetworkSelector;
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}
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// Pass in a list of frequency prototype IDs.
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public void LoadAvailableNetworks(uint currentNetwork, List<string> networks)
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{
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NetworkSelector.Clear();
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if (networks.Count == 0)
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{
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NetworkSection.Visible = false;
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return;
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}
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var id = 0;
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var idList = new List<(int id, string networkName)>();
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foreach (var network in networks)
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{
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idList.Add((id, network));
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id++;
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}
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idList.Sort((a, b) => a.networkName.CompareTo(b.networkName));
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foreach (var (networkId, network) in idList)
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{
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if (!_prototypeManager.TryIndex(network, out DeviceFrequencyPrototype? frequency)
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|| frequency.Name == null)
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{
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continue;
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}
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NetworkSelector.AddItem(Loc.GetString(frequency.Name), networkId);
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if (frequency.Frequency == currentNetwork)
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{
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NetworkSelector.SelectId(networkId);
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}
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id++;
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}
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}
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}
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