Refactor Context Menus and make them use XAML & stylesheets (#4768)
* XAML verb menu * fix ghost FOV * spacing * rename missed "ContextMenu"->"EntityMenu" instances * move visibility checks to verb system * update comment * Remove CanSeeContainerCheck * use ScrollContainer measure option * MaxWidth / texxt line wrapping * verb category default Now when you click on a verb category, it should default to running the first member of that category. This makes it much more convenient to eject/insert when there is only a single option * only apply style to first verb category entry * Use new visibility flags * FoV -> Fov * Revert "only apply style to first verb category entry" This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99. * make all entity menu visibility checks clientside * Fix empty unbuckle category * fix merge
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Content.Client/ContextMenu/UI/EntityMenuElement.cs
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Content.Client/ContextMenu/UI/EntityMenuElement.cs
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using Content.Client.Stylesheets;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Client.ContextMenu.UI
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{
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public partial class EntityMenuElement : ContextMenuElement
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{
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public const string StyleClassEntityMenuCountText = "contextMenuCount";
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/// <summary>
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/// The entity that can be accessed by interacting with this element.
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/// </summary>
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public IEntity? Entity;
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/// <summary>
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/// How many entities are accessible through this element's sub-menus.
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/// </summary>
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/// <remarks>
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/// This is used for <see cref="CountLabel"/>
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/// </remarks>
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public int Count;
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public Label CountLabel;
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public SpriteView EntityIcon = new SpriteView { OverrideDirection = Direction.South};
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public EntityMenuElement(IEntity? entity = null) : base()
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{
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CountLabel = new Label { StyleClasses = { StyleClassEntityMenuCountText } };
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Icon.AddChild(new LayoutContainer() { Children = { EntityIcon, CountLabel } });
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LayoutContainer.SetAnchorPreset(CountLabel, LayoutContainer.LayoutPreset.BottomRight);
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LayoutContainer.SetGrowHorizontal(CountLabel, LayoutContainer.GrowDirection.Begin);
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LayoutContainer.SetGrowVertical(CountLabel, LayoutContainer.GrowDirection.Begin);
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Entity = entity;
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if (Entity != null)
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{
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Count = 1;
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CountLabel.Visible = false;
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UpdateEntity();
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}
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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Entity = null;
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Count = 0;
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}
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/// <summary>
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/// Update the icon and text of this element based on the given entity or this element's own entity if none
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/// is provided.
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/// </summary>
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public void UpdateEntity(IEntity? entity = null)
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{
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entity ??= Entity;
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EntityIcon.Sprite = entity?.GetComponentOrNull<ISpriteComponent>();
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if (UserInterfaceManager.DebugMonitors.Visible)
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Text = $"{entity?.Name} ({entity?.Uid})";
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else
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Text = entity?.Name ?? string.Empty;
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}
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}
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}
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