* XAML PlayerTab entries * Move command execution to PlayerTab * Move command logic to the AdminSystem * Clean up * Add examine and context menu keybind handling to PlayerTab * Fix remote admin verbs * Remove examine for now * Add server verbs * Fix requests of verb by non-admins * Clean up AdminSystem.Menu
163 lines
5.1 KiB
C#
163 lines
5.1 KiB
C#
using System.Collections.Generic;
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using Content.Client.Administration.Managers;
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using Content.Client.Administration.UI;
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using Content.Client.Administration.UI.Tabs.PlayerTab;
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using Content.Client.HUD;
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using Content.Client.Verbs;
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using Content.Shared.Input;
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using Robust.Client.Console;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.Controls;
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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.Input.Binding;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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namespace Content.Client.Administration
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{
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public partial class AdminSystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly IClientAdminManager _clientAdminManager = default!;
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[Dependency] private readonly IClientConGroupController _clientConGroupController = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEntityLookup _entityLookup = default!;
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[Dependency] private readonly IClientConsoleHost _clientConsoleHost = default!;
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[Dependency] private readonly VerbSystem _verbSystem = default!;
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private AdminMenuWindow? _window;
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private readonly List<BaseWindow> _commandWindows = new();
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private void InitializeMenu()
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{
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// Reset the AdminMenu Window on disconnect
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_netManager.Disconnect += (_, _) => ResetWindow();
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_inputManager.SetInputCommand(ContentKeyFunctions.OpenAdminMenu,
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InputCmdHandler.FromDelegate(_ => Toggle()));
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_clientAdminManager.AdminStatusUpdated += () =>
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{
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// when status changes, show the top button if we can open admin menu.
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// if we can't or we lost admin status, close it and hide the button.
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_gameHud.AdminButtonVisible = CanOpen();
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if (!_gameHud.AdminButtonVisible)
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{
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Close();
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}
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};
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_gameHud.AdminButtonToggled += (open) =>
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{
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if (open)
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{
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TryOpen();
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}
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else
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{
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Close();
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}
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};
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_gameHud.AdminButtonVisible = CanOpen();
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_gameHud.AdminButtonDown = false;
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}
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public void ResetWindow()
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{
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_window?.Close();
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_window?.Dispose();
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_window = null;
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foreach (var window in _commandWindows)
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{
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window.Close();
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window.Dispose();
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}
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_commandWindows.Clear();
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}
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public void OpenCommand(BaseWindow window)
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{
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_commandWindows.Add(window);
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window.OpenCentered();
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}
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public void Open()
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{
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_window ??= new AdminMenuWindow();
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_window.PlayerTabControl.OnEntryPressed += PlayerTabEntryPressed;
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_window.OpenCentered();
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}
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public void Close()
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{
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if (_window != null)
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_window.PlayerTabControl.OnEntryPressed -= PlayerTabEntryPressed;
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_window?.Close();
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foreach (var window in _commandWindows)
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window?.Dispose();
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_commandWindows.Clear();
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}
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/// <summary>
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/// Checks if the player can open the window
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/// </summary>
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/// <returns>True if the player is allowed</returns>
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public bool CanOpen()
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{
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return _clientConGroupController.CanAdminMenu();
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}
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/// <summary>
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/// Checks if the player can open the window and tries to open it
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/// </summary>
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public void TryOpen()
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{
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if (CanOpen())
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Open();
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}
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public void Toggle()
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{
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if (_window != null && _window.IsOpen)
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{
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Close();
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}
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else
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{
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TryOpen();
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}
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}
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private void PlayerTabEntryPressed(BaseButton.ButtonEventArgs args)
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{
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if (args.Button is not PlayerTabEntry button
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|| button.PlayerUid == null)
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return;
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var uid = button.PlayerUid.Value;
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var function = args.Event.Function;
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if (function == EngineKeyFunctions.UIClick)
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_clientConsoleHost.ExecuteCommand($"vv {uid}");
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else if (function == ContentKeyFunctions.OpenContextMenu)
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_verbSystem.VerbMenu.OpenVerbMenu(uid, true);
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else
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return;
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args.Event.Handle();
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}
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}
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}
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