Hud refactor (#7202)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Jezithyr <jmaster9999@gmail.com> Co-authored-by: Jezithyr <Jezithyr@gmail.com> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: wrexbe <wrexbe@protonmail.com> Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
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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.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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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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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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public readonly TextureRect Icon;
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public readonly Label Label;
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public readonly SpriteView Sprite;
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public readonly CooldownGraphic Cooldown;
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public Texture? IconTexture
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{
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get => Icon.Texture;
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private set => Icon.Texture = value;
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}
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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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Icon = new TextureRect
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{
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Name = "Icon",
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TextureScale = new Vector2(2, 2),
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MaxSize = (64, 64),
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Stretch = TextureRect.StretchMode.Scale
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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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Sprite = new SpriteView
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{
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Name = "Sprite",
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OverrideDirection = Direction.South
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};
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Cooldown = new CooldownGraphic {Visible = false};
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AddChild(Button);
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AddChild(HighlightRect);
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AddChild(Icon);
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AddChild(Label);
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AddChild(Sprite);
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AddChild(Cooldown);
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Button.Modulate = new Color(255, 255, 255, 150);
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Icon.Modulate = new Color(255, 255, 255, 150);
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OnThemeUpdated();
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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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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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public bool TryReplaceWith(IEntityManager entityManager, 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(entityManager, action);
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return true;
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}
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public void UpdateData(IEntityManager entityManager, ActionType action)
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{
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Action = action;
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if (action.Icon != null)
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{
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IconTexture = GetIcon();
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Sprite.Sprite = null;
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return;
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}
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if (action.Provider == null ||
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!entityManager.TryGetComponent(action.Provider.Value, out SpriteComponent? sprite))
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{
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return;
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}
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IconTexture = null;
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Sprite.Sprite = sprite;
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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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IconTexture = null;
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Sprite.Sprite = null;
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Cooldown.Visible = false;
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Cooldown.Progress = 1;
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}
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private Texture? GetIcon()
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{
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if (Action == null)
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return null;
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return _toggled ? (Action.IconOn ?? Action.Icon)?.Frame0() : Action.Icon?.Frame0();
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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 (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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IconTexture = GetIcon();
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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 == this)
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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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