Files
tbd-station-14/Content.Client/Inventory/StrippableBoundUserInterface.cs
2022-10-16 04:00:04 +11:00

227 lines
8.4 KiB
C#

using Content.Client.Cuffs.Components;
using Content.Client.Examine;
using Content.Client.Hands;
using Content.Client.Strip;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.Hands.Controls;
using Content.Shared.Ensnaring.Components;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
using Content.Shared.Inventory;
using Content.Shared.Strip.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using static Content.Client.Inventory.ClientInventorySystem;
using static Robust.Client.UserInterface.Control;
namespace Content.Client.Inventory
{
[UsedImplicitly]
public sealed class StrippableBoundUserInterface : BoundUserInterface
{
private const int ButtonSeparation = 4;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
private ExamineSystem _examine = default!;
private InventorySystem _inv = default!;
[ViewVariables]
private StrippingMenu? _strippingMenu;
public const string HiddenPocketEntityId = "StrippingHiddenEntity";
private EntityUid _virtualHiddenEntity;
public StrippableBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey)
{
IoCManager.InjectDependencies(this);
_examine = _entMan.EntitySysManager.GetEntitySystem<ExamineSystem>();
_inv = _entMan.EntitySysManager.GetEntitySystem<InventorySystem>();
var title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner.Owner, _entMan)));
_strippingMenu = new StrippingMenu(title, this);
_strippingMenu.OnClose += Close;
_virtualHiddenEntity = _entMan.SpawnEntity(HiddenPocketEntityId, MapCoordinates.Nullspace);
}
protected override void Open()
{
base.Open();
_strippingMenu?.OpenCenteredLeft();
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
_entMan.DeleteEntity(_virtualHiddenEntity);
if (!disposing)
return;
_strippingMenu?.Dispose();
}
public void DirtyMenu()
{
if (_strippingMenu != null)
_strippingMenu.Dirty = true;
}
public void UpdateMenu()
{
if (_strippingMenu == null)
return;
_strippingMenu.ClearButtons();
if (_entMan.TryGetComponent(Owner.Owner, out InventoryComponent? inv) && _protoMan.TryIndex<InventoryTemplatePrototype>(inv.TemplateId, out var template))
{
foreach (var slot in template.Slots)
{
AddInventoryButton(slot.Name, template, inv);
}
}
if (_entMan.TryGetComponent(Owner.Owner, out HandsComponent? handsComp))
{
// good ol hands shit code. there is a GuiHands comparer that does the same thing... but these are hands
// and not gui hands... which are different...
foreach (var hand in handsComp.Hands.Values)
{
if (hand.Location != HandLocation.Right)
continue;
AddHandButton(hand);
}
foreach (var hand in handsComp.Hands.Values)
{
if (hand.Location != HandLocation.Middle)
continue;
AddHandButton(hand);
}
foreach (var hand in handsComp.Hands.Values)
{
if (hand.Location != HandLocation.Left)
continue;
AddHandButton(hand);
}
}
// snare-removal button. This is just the old button before the change to item slots. It is pretty out of place.
if (_entMan.TryGetComponent(Owner.Owner, out SharedEnsnareableComponent? snare) && snare.IsEnsnared)
{
var button = new Button()
{
Text = Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"),
StyleClasses = { StyleBase.ButtonOpenRight }
};
button.OnPressed += (_) => SendMessage(new StrippingEnsnareButtonPressed());
_strippingMenu.SnareContainer.AddChild(button);
}
// TODO fix layout container measuring (its broken atm).
// _strippingMenu.InvalidateMeasure();
// _strippingMenu.Contents.Measure(Vector2.Infinity);
// TODO allow windows to resize based on content's desired size
// for now: shit-code
// this breaks for drones (too many hands, lots of empty vertical space), and looks shit for monkeys and the like.
// but the window is realizable, so eh.
_strippingMenu.SetSize = (220, snare?.IsEnsnared == true ? 550 : 530);
}
private void AddHandButton(Hand hand)
{
var button = new HandButton(hand.Name, hand.Location);
button.Pressed += SlotPressed;
if (_entMan.TryGetComponent(hand.HeldEntity, out HandVirtualItemComponent? virt))
{
button.Blocked = true;
if (_entMan.TryGetComponent(Owner.Owner, out CuffableComponent? cuff) && cuff.Container.Contains(virt.BlockingEntity))
button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
}
UpdateEntityIcon(button, hand.HeldEntity);
_strippingMenu!.HandsContainer.AddChild(button);
}
private void SlotPressed(GUIBoundKeyEventArgs ev, SlotControl slot)
{
// TODO: allow other interactions? Verbs? But they should then generate a pop-up and/or have a delay so the
// user that is being stripped can prevent the verbs from being exectuted.
// So for now: only stripping & examining
if (ev.Function == EngineKeyFunctions.Use)
{
SendMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
}
else if (ev.Function == ContentKeyFunctions.ExamineEntity && slot.Entity != null)
{
_examine.DoExamine(slot.Entity.Value);
return;
}
if (ev.Function != EngineKeyFunctions.Use)
return;
}
private void AddInventoryButton(string slotId, InventoryTemplatePrototype template, InventoryComponent inv)
{
if (!_inv.TryGetSlotContainer(inv.Owner, slotId, out var container, out var slotDef, inv))
return;
var entity = container.ContainedEntity;
// If this is a full pocket, obscure the real entity
if (entity != null && slotDef.StripHidden)
entity = _virtualHiddenEntity;
var button = new SlotButton(new SlotData(slotDef, container));
button.Pressed += SlotPressed;
_strippingMenu!.InventoryContainer.AddChild(button);
UpdateEntityIcon(button, entity);
LayoutContainer.SetPosition(button, slotDef.StrippingWindowPos * (SlotControl.DefaultButtonSize + ButtonSeparation));
}
private void UpdateEntityIcon(SlotControl button, EntityUid? entity)
{
// Hovering, highlighting & storage are features of general hands & inv GUIs. This UI just re-uses these because I'm lazy.
button.ClearHover();
button.StorageButton.Visible = false;
if (entity == null)
{
button.SpriteView.Sprite = null;
return;
}
SpriteComponent? sprite;
if (_entMan.TryGetComponent(entity, out HandVirtualItemComponent? virt))
_entMan.TryGetComponent(virt.BlockingEntity, out sprite);
else if (!_entMan.TryGetComponent(entity, out sprite))
return;
button.SpriteView.Sprite = sprite;
}
}
}