Files
tbd-station-14/Content.Client/GameObjects/Components/Chemistry/ReagentDispenser/ReagentDispenserWindow.cs
mirrorcult e4169ecf0d Fix minsizes for all windows that needed it (#3648)
* fix minsizes

* fix scanner height, minsize->setsize for some
2021-03-15 09:38:08 +01:00

332 lines
14 KiB
C#

using System.Collections.Generic;
using Content.Client.UserInterface.Stylesheets;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Chemistry.ReagentDispenser;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using static Content.Shared.GameObjects.Components.Chemistry.ReagentDispenser.SharedReagentDispenserComponent;
namespace Content.Client.GameObjects.Components.Chemistry.ReagentDispenser
{
/// <summary>
/// Client-side UI used to control a <see cref="SharedReagentDispenserComponent"/>
/// </summary>
public class ReagentDispenserWindow : SS14Window
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
/// <summary>Contains info about the reagent container such as it's contents, if one is loaded into the dispenser.</summary>
private readonly VBoxContainer ContainerInfo;
/// <summary>Sets the dispense amount to 1 when pressed.</summary>
public Button DispenseButton1 { get; }
/// <summary>Sets the dispense amount to 5 when pressed.</summary>
public Button DispenseButton5 { get; }
/// <summary>Sets the dispense amount to 10 when pressed.</summary>
public Button DispenseButton10 { get; }
/// <summary>Sets the dispense amount to 15 when pressed.</summary>
public Button DispenseButton15 { get; }
/// <summary>Sets the dispense amount to 20 when pressed.</summary>
public Button DispenseButton20 { get; }
/// <summary>Sets the dispense amount to 25 when pressed.</summary>
public Button DispenseButton25 { get; }
/// <summary>Sets the dispense amount to 30 when pressed.</summary>
public Button DispenseButton30 { get; }
/// <summary>Sets the dispense amount to 50 when pressed.</summary>
public Button DispenseButton50 { get; }
/// <summary>Sets the dispense amount to 100 when pressed.</summary>
public Button DispenseButton100 { get; }
/// <summary>Ejects the reagent container from the dispenser.</summary>
public Button ClearButton { get; }
/// <summary>Removes all reagents from the reagent container.</summary>
public Button EjectButton { get; }
/// <summary>A grid of buttons for each reagent which can be dispensed.</summary>
public GridContainer ChemicalList { get; }
/// <summary>
/// Create and initialize the dispenser UI client-side. Creates the basic layout,
/// actual data isn't filled in until the server sends data about the dispenser.
/// </summary>
public ReagentDispenserWindow()
{
SetSize = MinSize = (590, 400);
IoCManager.InjectDependencies(this);
var dispenseAmountGroup = new ButtonGroup();
Contents.AddChild(new VBoxContainer
{
Children =
{
//First, our dispense amount buttons
new HBoxContainer
{
Children =
{
new Label {Text = Loc.GetString("Amount")},
//Padding
new Control {MinSize = (20, 0)},
(DispenseButton1 = new Button {Text = "1", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenRight }}),
(DispenseButton5 = new Button {Text = "5", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenBoth }}),
(DispenseButton10 = new Button {Text = "10", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenBoth }}),
(DispenseButton15 = new Button {Text = "15", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenBoth }}),
(DispenseButton20 = new Button {Text = "20", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenBoth }}),
(DispenseButton25 = new Button {Text = "25", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenBoth }}),
(DispenseButton30 = new Button {Text = "30", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenBoth }}),
(DispenseButton50 = new Button {Text = "50", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenBoth }}),
(DispenseButton100 = new Button {Text = "100", Group = dispenseAmountGroup, StyleClasses = { StyleBase.ButtonOpenLeft }}),
}
},
//Padding
new Control {MinSize = (0.0f, 10.0f)},
//Grid of which reagents can be dispensed.
(ChemicalList = new GridContainer
{
Columns = 5
}),
//Padding
new Control {MinSize = (0.0f, 10.0f)},
new HBoxContainer
{
Children =
{
new Label {Text = Loc.GetString("Container: ")},
(ClearButton = new Button {Text = Loc.GetString("Clear"), StyleClasses = {StyleBase.ButtonOpenRight}}),
(EjectButton = new Button {Text = Loc.GetString("Eject"), StyleClasses = {StyleBase.ButtonOpenLeft}})
}
},
//Wrap the container info in a PanelContainer so we can color it's background differently.
new PanelContainer
{
VerticalExpand = true,
SizeFlagsStretchRatio = 6,
MinSize = (0, 150),
PanelOverride = new StyleBoxFlat
{
BackgroundColor = new Color(27, 27, 30)
},
Children =
{
//Currently empty, when server sends state data this will have container contents and fill volume.
(ContainerInfo = new VBoxContainer
{
HorizontalExpand = true,
Children =
{
new Label
{
Text = Loc.GetString("No container loaded.")
}
}
}),
}
},
}
});
}
/// <summary>
/// Update the button grid of reagents which can be dispensed.
/// <para>The actions for these buttons are set in <see cref="ReagentDispenserBoundUserInterface.UpdateReagentsList"/>.</para>
/// </summary>
/// <param name="inventory">Reagents which can be dispensed by this dispenser</param>
public void UpdateReagentsList(List<ReagentDispenserInventoryEntry> inventory)
{
if (ChemicalList == null) return;
if (inventory == null) return;
ChemicalList.Children.Clear();
foreach (var entry in inventory)
{
if (_prototypeManager.TryIndex(entry.ID, out ReagentPrototype? proto))
{
ChemicalList.AddChild(new Button {Text = proto.Name});
}
else
{
ChemicalList.AddChild(new Button {Text = Loc.GetString("Reagent name not found")});
}
}
}
/// <summary>
/// This searches recursively through all the children of "parent"
/// and sets the Disabled value of any buttons found to "val"
/// </summary>
/// <param name="parent">The control which childrens get searched</param>
/// <param name="val">The value to which disabled gets set</param>
private void SetButtonDisabledRecursive(Control parent, bool val)
{
foreach (var child in parent.Children)
{
if (child is Button but)
{
but.Disabled = val;
continue;
}
if (child.Children != null)
{
SetButtonDisabledRecursive(child, val);
}
}
}
/// <summary>
/// Update the UI state when new state data is received from the server.
/// </summary>
/// <param name="state">State data sent by the server.</param>
public void UpdateState(BoundUserInterfaceState state)
{
var castState = (ReagentDispenserBoundUserInterfaceState) state;
Title = castState.DispenserName;
UpdateContainerInfo(castState);
// Disable all buttons if not powered
if (Contents.Children != null)
{
SetButtonDisabledRecursive(Contents, !castState.HasPower);
EjectButton.Disabled = false;
}
// Disable the Clear & Eject button if no beaker
if (!castState.HasBeaker)
{
ClearButton.Disabled = true;
EjectButton.Disabled = true;
}
switch (castState.SelectedDispenseAmount.Int())
{
case 1:
DispenseButton1.Pressed = true;
break;
case 5:
DispenseButton5.Pressed = true;
break;
case 10:
DispenseButton10.Pressed = true;
break;
case 15:
DispenseButton15.Pressed = true;
break;
case 20:
DispenseButton20.Pressed = true;
break;
case 25:
DispenseButton25.Pressed = true;
break;
case 30:
DispenseButton30.Pressed = true;
break;
case 50:
DispenseButton50.Pressed = true;
break;
case 100:
DispenseButton100.Pressed = true;
break;
}
}
/// <summary>
/// Update the fill state and list of reagents held by the current reagent container, if applicable.
/// <para>Also highlights a reagent if it's dispense button is being mouse hovered.</para>
/// </summary>
/// <param name="state">State data for the dispenser.</param>
/// <param name="highlightedReagentId">Prototype id of the reagent whose dispense button is currently being mouse hovered.</param>
public void UpdateContainerInfo(ReagentDispenserBoundUserInterfaceState state, string highlightedReagentId = "")
{
ContainerInfo.Children.Clear();
if (!state.HasBeaker)
{
ContainerInfo.Children.Add(new Label {Text = Loc.GetString("No container loaded.")});
return;
}
ContainerInfo.Children.Add(new HBoxContainer // Name of the container and its fill status (Ex: 44/100u)
{
Children =
{
new Label {Text = $"{state.ContainerName}: "},
new Label
{
Text = $"{state.BeakerCurrentVolume}/{state.BeakerMaxVolume}",
StyleClasses = {StyleNano.StyleClassLabelSecondaryColor}
}
}
});
if (state.ContainerReagents == null)
{
return;
}
foreach (var reagent in state.ContainerReagents)
{
var name = Loc.GetString("Unknown reagent");
//Try to the prototype for the given reagent. This gives us it's name.
if (_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype? proto))
{
name = proto.Name;
}
//Check if the reagent is being moused over. If so, color it green.
if (proto != null && proto.ID == highlightedReagentId)
{
ContainerInfo.Children.Add(new HBoxContainer
{
Children =
{
new Label
{
Text = $"{name}: ",
StyleClasses = {StyleNano.StyleClassPowerStateGood}
},
new Label
{
Text = $"{reagent.Quantity}u",
StyleClasses = {StyleNano.StyleClassPowerStateGood}
}
}
});
}
else //Otherwise, color it the normal colors.
{
ContainerInfo.Children.Add(new HBoxContainer
{
Children =
{
new Label {Text = $"{name}: "},
new Label
{
Text = $"{reagent.Quantity}u",
StyleClasses = {StyleNano.StyleClassLabelSecondaryColor}
}
}
});
}
}
}
}
}