Files
tbd-station-14/Content.Client/Atmos/Monitor/UI/Widgets/ThresholdControl.xaml.cs
2022-02-16 18:23:23 +11:00

295 lines
11 KiB
C#

using System;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Monitor;
using Content.Shared.Atmos.Monitor.Components;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Localization;
namespace Content.Client.Atmos.Monitor.UI.Widgets
{
[GenerateTypedNameReferences]
public sealed partial class ThresholdControl : BoxContainer
{
private AtmosAlarmThreshold _threshold;
private AtmosMonitorThresholdType _type;
private Gas? _gas;
public event Action<AtmosMonitorThresholdType, AtmosAlarmThreshold, Gas?>? ThresholdDataChanged;
private CollapsibleHeading _name => CName;
private CheckBox _ignore => CIgnore;
private BoxContainer _dangerBounds => CDangerBounds;
private BoxContainer _warningBounds => CWarningBounds;
private ThresholdBoundControl _upperBoundControl;
private ThresholdBoundControl _lowerBoundControl;
private ThresholdBoundControl _upperWarningBoundControl;
private ThresholdBoundControl _lowerWarningBoundControl;
// i have played myself by making threshold values nullable to
// indicate validity/disabled status, with several layers of side effect
// dependent on the other three values when you change one :HECK:
public ThresholdControl(string name, AtmosAlarmThreshold threshold, AtmosMonitorThresholdType type, Gas? gas = null, float modifier = 1)
{
RobustXamlLoader.Load(this);
_threshold = threshold;
_type = type;
_gas = gas;
_name.Title = name;
// i miss rust macros
_upperBoundControl = new ThresholdBoundControl("upper-bound", _threshold.UpperBound, modifier);
_upperBoundControl.OnBoundChanged += value =>
{
// a lot of threshold logic is baked into the properties,
// so setting this just returns if a change occurred or not
_threshold.TrySetPrimaryBound(AtmosMonitorThresholdBound.Upper, value);
return _threshold.UpperBound;
};
_upperBoundControl.OnBoundEnabled += () =>
{
var value = 0f;
if (_threshold.LowerWarningBound != null)
value = (float) _threshold.LowerWarningBound + 0.1f;
else if (_threshold.LowerBound != null)
value = (float) _threshold.LowerBound + 0.1f;
return value;
};
_upperBoundControl.OnValidBoundChanged += () =>
{
ThresholdDataChanged!.Invoke(_type, _threshold, _gas);
};
_dangerBounds.AddChild(_upperBoundControl);
_lowerBoundControl = new ThresholdBoundControl("lower-bound", _threshold.LowerBound, modifier);
_lowerBoundControl.OnBoundChanged += value =>
{
_threshold.TrySetPrimaryBound(AtmosMonitorThresholdBound.Lower, value);
return _threshold.LowerBound;
};
_lowerBoundControl.OnBoundEnabled += () =>
{
var value = 0f;
if (_threshold.UpperWarningBound != null)
value = (float) _threshold.UpperWarningBound - 0.1f;
else if (_threshold.UpperBound != null)
value = (float) _threshold.UpperBound - 0.1f;
return value;
};
_lowerBoundControl.OnValidBoundChanged += () =>
ThresholdDataChanged!.Invoke(_type, _threshold, _gas);
_dangerBounds.AddChild(_lowerBoundControl);
_upperWarningBoundControl = new ThresholdBoundControl("upper-warning-bound", _threshold.UpperWarningBound, modifier);
_upperWarningBoundControl.OnBoundChanged += value =>
{
_threshold.TrySetWarningBound(AtmosMonitorThresholdBound.Upper, value);
return _threshold.UpperWarningBound;
};
_upperWarningBoundControl.OnBoundEnabled += () =>
{
var value = 0f;
if (_threshold.LowerWarningBound != null)
value = (float) _threshold.LowerWarningBound + 0.1f;
else if (_threshold.LowerBound != null)
value = (float) _threshold.LowerBound + 0.1f;
return value;
};
_upperWarningBoundControl.OnValidBoundChanged += () =>
ThresholdDataChanged!.Invoke(_type, _threshold, _gas);
_warningBounds.AddChild(_upperWarningBoundControl);
_lowerWarningBoundControl = new ThresholdBoundControl("lower-warning-bound", _threshold.LowerWarningBound, modifier);
_lowerWarningBoundControl.OnBoundChanged += value =>
{
_threshold.TrySetWarningBound(AtmosMonitorThresholdBound.Lower, value);
return _threshold.LowerWarningBound;
};
_lowerWarningBoundControl.OnBoundEnabled += () =>
{
var value = 0f;
if (_threshold.UpperWarningBound != null)
value = (float) _threshold.UpperWarningBound - 0.1f;
else if (_threshold.UpperBound != null)
value = (float) _threshold.UpperBound - 0.1f;
return value;
};
_lowerWarningBoundControl.OnValidBoundChanged += () =>
ThresholdDataChanged!.Invoke(_type, _threshold, _gas);
_warningBounds.AddChild(_lowerWarningBoundControl);
_ignore.OnToggled += args =>
{
_threshold.Ignore = args.Pressed;
ThresholdDataChanged!.Invoke(_type, _threshold, _gas);
};
_ignore.Pressed = _threshold.Ignore;
}
public void UpdateThresholdData(AtmosAlarmThreshold threshold)
{
_upperBoundControl.SetValue(threshold.UpperBound);
_lowerBoundControl.SetValue(threshold.LowerBound);
_upperWarningBoundControl.SetValue(threshold.UpperWarningBound);
_lowerWarningBoundControl.SetValue(threshold.LowerWarningBound);
_ignore.Pressed = threshold.Ignore;
}
private sealed class ThresholdBoundControl : BoxContainer
{
// raw values to use in thresholds, prefer these
// over directly setting Modified(Value/LastValue)
// when working with the FloatSpinBox
private float? _value;
private float _lastValue;
// convenience thing for getting multiplied values
// and also setting value to a usable value
private float? ModifiedValue
{
get => _value * _modifier;
set => _value = value / _modifier;
}
private float ModifiedLastValue
{
get => _lastValue * _modifier;
set => _lastValue = value / _modifier;
}
private float _modifier;
private FloatSpinBox _bound;
private CheckBox _boundEnabled;
public event Action? OnValidBoundChanged;
public Func<float?, float?>? OnBoundChanged;
public Func<float>? OnBoundEnabled;
public void SetValue(float? value)
{
_value = value;
if (_value == null)
{
_boundEnabled.Pressed = false;
_bound.Value = 0;
}
else
{
_boundEnabled.Pressed = true;
_bound.Value = (float) ModifiedValue!;
}
}
// Modifier indicates what factor the value should be multiplied by.
// Mostly useful to convert tiny decimals to human-readable 'percentages'
// (yes it's still a float, but floatspinbox unfucks that)
public ThresholdBoundControl(string name, float? value, float modifier = 1)
{
_modifier = modifier > 0 ? modifier : 1;
_value = value;
this.HorizontalExpand = true;
this.Orientation = LayoutOrientation.Vertical;
this.AddChild(new Label { Text = Loc.GetString($"air-alarm-ui-thresholds-{name}") });
_bound = new FloatSpinBox(.01f, 2);
this.AddChild(_bound);
_boundEnabled = new CheckBox
{
Text = Loc.GetString("Enabled")
};
this.AddChild(_boundEnabled);
_bound.Value = ModifiedValue ?? 0;
_lastValue = _value ?? 0;
_boundEnabled.Pressed = _value != null;
_bound.OnValueChanged += ChangeValue;
_bound.IsValid += ValidateThreshold;
_boundEnabled.OnToggled += ToggleBound;
}
private void ChangeValue(FloatSpinBox.FloatSpinBoxEventArgs args)
{
// ensure that the value in the spinbox is transformed
ModifiedValue = args.Value;
// set the value in the scope above
var value = OnBoundChanged!(_value);
// is the value not null, or has it changed?
if (value != null || value != _lastValue)
{
_value = value;
_lastValue = (float) value!;
OnValidBoundChanged!.Invoke();
}
// otherwise, just set it to the last known value
else
{
_value = _lastValue;
_bound.Value = ModifiedLastValue;
}
}
private void ToggleBound(BaseButton.ButtonToggledEventArgs args)
{
if (args.Pressed)
{
var value = OnBoundChanged!(_lastValue);
if (value != _lastValue)
{
value = OnBoundChanged!(OnBoundEnabled!());
if (value == null || value < 0)
{
// TODO: Improve UX here, this is ass
// basically this implies that the bound
// you currently have is too aggressive
// for the other set of values, so a
// default value (which is +/-0.1) can't
// be used
_boundEnabled.Pressed = false;
return;
}
}
_value = value;
_bound.Value = (float) ModifiedValue!;
_lastValue = (float) _value;
}
else
{
_value = null;
_bound.Value = 0f;
OnBoundChanged!(_value);
}
OnValidBoundChanged!.Invoke();
}
private bool ValidateThreshold(float value) => (_value != null) && (value >= 0);
}
}
}