414 lines
12 KiB
C#
414 lines
12 KiB
C#
using Content.Client.Actions.UI;
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using Content.Client.Cooldown;
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using Content.Client.Stylesheets;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.Utility;
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using Robust.Shared.Input;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using static Robust.Client.UserInterface.Controls.TextureRect;
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namespace Content.Client.UserInterface.Systems.Actions.Controls;
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public sealed class ActionButton : Control
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{
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private ActionUIController Controller => UserInterfaceManager.GetUIController<ActionUIController>();
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private bool _beingHovered;
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private bool _depressed;
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private bool _toggled;
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private bool _spriteViewDirty;
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public BoundKeyFunction? KeyBind
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{
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set
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{
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_keybind = value;
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if (_keybind != null)
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{
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Label.Text = BoundKeyHelper.ShortKeyName(_keybind.Value);
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}
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}
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}
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private BoundKeyFunction? _keybind;
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public readonly TextureRect Button;
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public readonly PanelContainer HighlightRect;
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private readonly TextureRect _bigActionIcon;
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private readonly TextureRect _smallActionIcon;
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public readonly Label Label;
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public readonly CooldownGraphic Cooldown;
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private readonly SpriteView _smallItemSpriteView;
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private readonly SpriteView _bigItemSpriteView;
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public ActionType? Action { get; private set; }
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public bool Locked { get; set; }
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public event Action<GUIBoundKeyEventArgs, ActionButton>? ActionPressed;
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public event Action<GUIBoundKeyEventArgs, ActionButton>? ActionUnpressed;
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public event Action<ActionButton>? ActionFocusExited;
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public ActionButton()
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{
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MouseFilter = MouseFilterMode.Pass;
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Button = new TextureRect
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{
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Name = "Button",
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TextureScale = new Vector2(2, 2)
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};
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HighlightRect = new PanelContainer
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{
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StyleClasses = {StyleNano.StyleClassHandSlotHighlight},
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MinSize = (32, 32),
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Visible = false
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};
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_bigActionIcon = new TextureRect
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{
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HorizontalExpand = true,
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VerticalExpand = true,
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Stretch = StretchMode.Scale,
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Visible = false
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};
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_smallActionIcon = new TextureRect
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{
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HorizontalAlignment = HAlignment.Right,
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VerticalAlignment = VAlignment.Bottom,
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Stretch = StretchMode.Scale,
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Visible = false
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};
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Label = new Label
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{
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Name = "Label",
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HorizontalAlignment = HAlignment.Left,
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VerticalAlignment = VAlignment.Top,
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Margin = new Thickness(5, 0, 0, 0)
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};
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_bigItemSpriteView = new SpriteView
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{
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Name = "Big Sprite",
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HorizontalExpand = true,
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VerticalExpand = true,
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Scale = (2, 2),
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SetSize = (64, 64),
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Visible = false,
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OverrideDirection = Direction.South,
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};
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_smallItemSpriteView = new SpriteView
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{
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Name = "Small Sprite",
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HorizontalAlignment = HAlignment.Right,
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VerticalAlignment = VAlignment.Bottom,
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Visible = false,
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OverrideDirection = Direction.South,
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};
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// padding to the left of the small icon
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var paddingBoxItemIcon = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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VerticalExpand = true,
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MinSize = (64, 64)
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};
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paddingBoxItemIcon.AddChild(new Control()
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{
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MinSize = (32, 32),
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});
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paddingBoxItemIcon.AddChild(new Control
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{
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Children =
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{
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_smallActionIcon,
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_smallItemSpriteView
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}
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});
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Cooldown = new CooldownGraphic {Visible = false};
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AddChild(_bigActionIcon);
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AddChild(_bigItemSpriteView);
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AddChild(Button);
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AddChild(HighlightRect);
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AddChild(Label);
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AddChild(Cooldown);
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AddChild(paddingBoxItemIcon);
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Button.Modulate = new Color(255, 255, 255, 150);
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OnThemeUpdated();
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OnKeyBindDown += args =>
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{
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Depress(args, true);
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OnPressed(args);
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};
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OnKeyBindUp += args =>
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{
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Depress(args, false);
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OnUnpressed(args);
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};
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TooltipDelay = 0.5f;
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TooltipSupplier = SupplyTooltip;
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}
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protected override void OnThemeUpdated()
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{
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base.OnThemeUpdated();
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Button.Texture = Theme.ResolveTexture("SlotBackground");
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Label.FontColorOverride = Theme.ResolveColorOrSpecified("whiteText");
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}
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private void OnPressed(GUIBoundKeyEventArgs args)
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{
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ActionPressed?.Invoke(args, this);
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}
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private void OnUnpressed(GUIBoundKeyEventArgs args)
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{
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ActionUnpressed?.Invoke(args, this);
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}
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private Control? SupplyTooltip(Control sender)
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{
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if (Action == null)
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return null;
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var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.DisplayName));
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var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description));
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return new ActionAlertTooltip(name, decr);
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}
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protected override void ControlFocusExited()
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{
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ActionFocusExited?.Invoke(this);
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}
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private void UpdateItemIcon()
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (Action?.EntityIcon != null && !entityManager.EntityExists(Action.EntityIcon))
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{
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// This is almost certainly because a player received/processed their own actions component state before
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// being send the entity in their inventory that enabled this action.
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// Defer updating icons to the next FrameUpdate().
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_spriteViewDirty = true;
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return;
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}
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if (Action?.EntityIcon == null ||
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!entityManager.TryGetComponent(Action.EntityIcon.Value, out SpriteComponent? sprite))
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{
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_bigItemSpriteView.Visible = false;
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_bigItemSpriteView.Sprite = null;
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_smallItemSpriteView.Visible = false;
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_smallItemSpriteView.Sprite = null;
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}
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else
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{
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switch (Action.ItemIconStyle)
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{
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case ItemActionIconStyle.BigItem:
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_bigItemSpriteView.Visible = true;
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_bigItemSpriteView.Sprite = sprite;
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_smallItemSpriteView.Visible = false;
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_smallItemSpriteView.Sprite = null;
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break;
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case ItemActionIconStyle.BigAction:
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_bigItemSpriteView.Visible = false;
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_bigItemSpriteView.Sprite = null;
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_smallItemSpriteView.Visible = true;
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_smallItemSpriteView.Sprite = sprite;
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break;
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case ItemActionIconStyle.NoItem:
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_bigItemSpriteView.Visible = false;
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_bigItemSpriteView.Sprite = null;
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_smallItemSpriteView.Visible = false;
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_smallItemSpriteView.Sprite = null;
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break;
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}
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}
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}
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private void SetActionIcon(Texture? texture)
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{
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if (texture == null || Action == null)
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{
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_bigActionIcon.Texture = null;
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_bigActionIcon.Visible = false;
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_smallActionIcon.Texture = null;
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_smallActionIcon.Visible = false;
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}
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else if (Action.EntityIcon != null && Action.ItemIconStyle == ItemActionIconStyle.BigItem)
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{
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_smallActionIcon.Texture = texture;
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_smallActionIcon.Modulate = Action.IconColor;
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_smallActionIcon.Visible = true;
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_bigActionIcon.Texture = null;
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_bigActionIcon.Visible = false;
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}
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else
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{
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_bigActionIcon.Texture = texture;
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_bigActionIcon.Modulate = Action.IconColor;
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_bigActionIcon.Visible = true;
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_smallActionIcon.Texture = null;
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_smallActionIcon.Visible = false;
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}
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}
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public void UpdateIcons()
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{
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UpdateItemIcon();
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if (Action == null)
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{
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SetActionIcon(null);
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return;
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}
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if ((Controller.SelectingTargetFor == Action || Action.Toggled) && Action.IconOn != null)
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SetActionIcon(Action.IconOn.Frame0());
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else
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SetActionIcon(Action.Icon?.Frame0());
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}
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public bool TryReplaceWith(ActionType action)
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{
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if (Locked)
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{
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return false;
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}
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UpdateData(action);
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return true;
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}
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public void UpdateData(ActionType action)
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{
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Action = action;
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Label.Visible = true;
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UpdateIcons();
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}
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public void ClearData()
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{
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Action = null;
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Cooldown.Visible = false;
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Cooldown.Progress = 1;
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Label.Visible = false;
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UpdateIcons();
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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if (_spriteViewDirty)
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{
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_spriteViewDirty = false;
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UpdateIcons();
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}
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if (Action?.Cooldown != null)
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{
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Cooldown.FromTime(Action.Cooldown.Value.Start, Action.Cooldown.Value.End);
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}
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if (Action != null && _toggled != Action.Toggled)
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{
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_toggled = Action.Toggled;
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}
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}
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protected override void MouseEntered()
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{
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base.MouseEntered();
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_beingHovered = true;
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DrawModeChanged();
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}
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protected override void MouseExited()
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{
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base.MouseExited();
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_beingHovered = false;
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DrawModeChanged();
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}
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/// <summary>
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/// Press this button down. If it was depressed and now set to not depressed, will
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/// trigger the action.
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/// </summary>
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public void Depress(GUIBoundKeyEventArgs args, bool depress)
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{
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// action can still be toggled if it's allowed to stay selected
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if (Action is not {Enabled: true})
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return;
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if (_depressed && !depress)
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{
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// fire the action
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OnUnpressed(args);
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}
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_depressed = depress;
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DrawModeChanged();
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}
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public void DrawModeChanged()
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{
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HighlightRect.Visible = _beingHovered;
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// always show the normal empty button style if no action in this slot
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if (Action == null)
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
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return;
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}
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// show a hover only if the action is usable or another action is being dragged on top of this
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if (_beingHovered && (Controller.IsDragging || Action.Enabled))
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover);
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}
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// it's only depress-able if it's usable, so if we're depressed
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// show the depressed style
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if (_depressed)
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{
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HighlightRect.Visible = false;
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassPressed);
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return;
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}
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// if it's toggled on, always show the toggled on style (currently same as depressed style)
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if (Action.Toggled || Controller.SelectingTargetFor == Action)
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{
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// when there's a toggle sprite, we're showing that sprite instead of highlighting this slot
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SetOnlyStylePseudoClass(Action.IconOn != null
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? ContainerButton.StylePseudoClassNormal
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: ContainerButton.StylePseudoClassPressed);
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return;
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}
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if (!Action.Enabled)
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassDisabled);
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return;
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}
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
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}
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}
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