Decal Placer + add new decals for mapping (#6548)
* abomination * okay its less unabashedly garbage now * other UI changes * its britney bitch * proper greyscale full/half/quarter tiles * misc cleanup * rsi * Add a palette system. It's Kara's problem now. * oops * a * Departmental palette alpha tweaks * oopy * so true * Update Content.Shared/Decals/ColorPalettePrototype.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * fixes for that * neutral light color and new warning lines * dirt * checkerboards * oop Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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167
Content.Client/Decals/UI/DecalPlacerWindow.xaml.cs
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167
Content.Client/Decals/UI/DecalPlacerWindow.xaml.cs
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using Content.Client.Stylesheets;
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using Content.Shared.Decals;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Client.Utility;
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using Robust.Shared.Prototypes;
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using static Robust.Client.UserInterface.Controls.BaseButton;
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namespace Content.Client.Decals.UI;
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[GenerateTypedNameReferences]
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public sealed partial class DecalPlacerWindow : DefaultWindow
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{
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private readonly IPrototypeManager _prototypeManager;
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private readonly DecalPlacementSystem _decalPlacementSystem;
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public FloatSpinBox RotationSpinBox;
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private Dictionary<string, Texture>? _decals;
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private string? _selected;
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private Color _color = Color.White;
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private bool _useColor;
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private bool _snap;
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private float _rotation;
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private bool _cleanable;
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private int _zIndex;
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public DecalPlacerWindow(IPrototypeManager prototypeManager)
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{
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RobustXamlLoader.Load(this);
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_prototypeManager = prototypeManager;
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_decalPlacementSystem = EntitySystem.Get<DecalPlacementSystem>();
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// This needs to be done in C# so we can have custom stuff passed in the constructor
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// and thus have a proper step size
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RotationSpinBox = new FloatSpinBox(90.0f, 0)
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{
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HorizontalExpand = true
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};
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SpinBoxContainer.AddChild(RotationSpinBox);
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Search.OnTextChanged += _ => RefreshList();
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ColorPicker.OnColorPicked += color =>
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{
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_color = color;
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UpdateDecalPlacementInfo();
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RefreshList();
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};
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RotationSpinBox.OnValueChanged += args =>
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{
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_rotation = args.Value;
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UpdateDecalPlacementInfo();
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};
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EnableColor.OnToggled += args =>
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{
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_useColor = args.Pressed;
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UpdateDecalPlacementInfo();
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RefreshList();
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};
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EnableSnap.OnToggled += args =>
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{
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_snap = args.Pressed;
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UpdateDecalPlacementInfo();
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};
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EnableCleanable.OnToggled += args =>
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{
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_cleanable = args.Pressed;
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UpdateDecalPlacementInfo();
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};
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// i have to make this a member method for some reason and i have no idea why its only for spinboxes
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ZIndexSpinBox.ValueChanged += ZIndexSpinboxChanged;
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Populate();
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}
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private void UpdateDecalPlacementInfo()
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{
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if (_selected is null)
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return;
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var color = _useColor ? _color : Color.White;
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_decalPlacementSystem.UpdateDecalInfo(_selected, color, _rotation, _snap, _zIndex, _cleanable);
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}
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private void RefreshList()
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{
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// Clear
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Grid.RemoveAllChildren();
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if (_decals == null) return;
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var filter = Search.Text;
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foreach (var (decal, tex) in _decals)
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{
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if (!decal.ToLowerInvariant().Contains(filter.ToLowerInvariant()))
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continue;
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var button = new TextureButton
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{
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TextureNormal = tex,
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Name = decal,
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ToolTip = decal,
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Modulate = _useColor ? _color : Color.White
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};
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button.OnPressed += ButtonOnPressed;
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if (_selected == decal)
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{
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var panelContainer = new PanelContainer
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{
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PanelOverride = new StyleBoxFlat
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{
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BackgroundColor = StyleNano.ButtonColorDefault
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},
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Children =
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{
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button
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}
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};
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Grid.AddChild(panelContainer);
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}
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else
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Grid.AddChild(button);
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}
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}
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private void ZIndexSpinboxChanged(object? sender, ValueChangedEventArgs e)
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{
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_zIndex = e.Value;
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UpdateDecalPlacementInfo();
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}
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private void ButtonOnPressed(ButtonEventArgs obj)
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{
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if (obj.Button.Name == null) return;
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_selected = obj.Button.Name;
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UpdateDecalPlacementInfo();
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RefreshList();
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}
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public void Populate()
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{
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var prototypes = _prototypeManager.EnumeratePrototypes<DecalPrototype>();
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_decals = new Dictionary<string, Texture>();
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foreach (var decalPrototype in prototypes)
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{
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_decals.Add(decalPrototype.ID, decalPrototype.Sprite.Frame0());
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}
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RefreshList();
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}
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protected override void Opened()
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{
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base.Opened();
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_decalPlacementSystem.SetActive(true);
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}
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public override void Close()
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{
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base.Close();
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_decalPlacementSystem.SetActive(false);
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}
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}
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