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>
This commit is contained in:
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<widgets:ChatBox
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xmlns="https://spacestation14.io"
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xmlns:graphics="clr-namespace:Robust.Client.Graphics;assembly=Robust.Client"
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xmlns:widgets="clr-namespace:Content.Client.UserInterface.Systems.Chat.Widgets"
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xmlns:controls="clr-namespace:Content.Client.UserInterface.Systems.Chat.Controls"
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MouseFilter="Stop"
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MinSize="465 225">
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<PanelContainer>
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<PanelContainer.PanelOverride>
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<graphics:StyleBoxFlat BackgroundColor="#25252AAA" />
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</PanelContainer.PanelOverride>
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<BoxContainer Orientation="Vertical" SeparationOverride="4">
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<OutputPanel Name="Contents" VerticalExpand="True" />
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<controls:ChatInputBox Name="ChatInput" Access="Public" Margin="2"/>
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</BoxContainer>
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</PanelContainer>
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</widgets:ChatBox>
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using Content.Client.Chat;
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using Content.Client.Chat.TypingIndicator;
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using Content.Client.UserInterface.Systems.Chat.Controls;
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using Content.Shared.Chat;
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using Content.Shared.Input;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Input;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.LineEdit;
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namespace Content.Client.UserInterface.Systems.Chat.Widgets;
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[GenerateTypedNameReferences]
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#pragma warning disable RA0003
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public partial class ChatBox : Control
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#pragma warning restore RA0003
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{
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private readonly ChatUIController _controller;
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public bool Main { get; set; }
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public ChatSelectChannel SelectedChannel => ChatInput.ChannelSelector.SelectedChannel;
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public ChatBox()
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{
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RobustXamlLoader.Load(this);
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ChatInput.Input.OnTextEntered += OnTextEntered;
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ChatInput.Input.OnKeyBindDown += OnKeyBindDown;
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ChatInput.Input.OnTextChanged += OnTextChanged;
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ChatInput.ChannelSelector.OnChannelSelect += OnChannelSelect;
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ChatInput.FilterButton.ChatFilterPopup.OnChannelFilter += OnChannelFilter;
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_controller = UserInterfaceManager.GetUIController<ChatUIController>();
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_controller.MessageAdded += OnMessageAdded;
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_controller.RegisterChat(this);
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}
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private void OnTextEntered(LineEditEventArgs args)
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{
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_controller.SendMessage(this, SelectedChannel);
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}
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private void OnMessageAdded(StoredChatMessage msg)
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{
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var text = FormattedMessage.EscapeText(msg.Message);
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if (!string.IsNullOrEmpty(msg.MessageWrap))
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{
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text = string.Format(msg.MessageWrap, text);
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}
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Logger.DebugS("chat", $"{msg.Channel}: {text}");
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if (!ChatInput.FilterButton.ChatFilterPopup.IsActive(msg.Channel))
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{
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return;
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}
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msg.Read = true;
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var color = msg.MessageColorOverride != Color.Transparent
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? msg.MessageColorOverride
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: msg.Channel.TextColor();
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AddLine(text, color);
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}
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private void OnChannelSelect(ChatSelectChannel channel)
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{
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UpdateSelectedChannel();
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}
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private void OnChannelFilter(ChatChannel channel, bool active)
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{
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Contents.Clear();
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foreach (var message in _controller.History)
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{
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OnMessageAdded(message);
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}
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if (active)
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{
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_controller.ClearUnfilteredUnreads(channel);
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}
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}
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public void AddLine(string message, Color color)
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{
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var formatted = new FormattedMessage(3);
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formatted.PushColor(color);
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formatted.AddMarkup(message);
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formatted.Pop();
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Contents.AddMessage(formatted);
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}
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public void UpdateSelectedChannel()
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{
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var (prefixChannel, _) = _controller.SplitInputContents(ChatInput.Input.Text);
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var channel = prefixChannel == 0 ? SelectedChannel : prefixChannel;
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ChatInput.ChannelSelector.UpdateChannelSelectButton(channel);
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}
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public void Focus(ChatSelectChannel? channel = null)
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{
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var input = ChatInput.Input;
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var selectStart = Index.End;
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if (channel != null)
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{
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channel = _controller.MapLocalIfGhost(channel.Value);
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// Channel not selectable, just do NOTHING (not even focus).
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if ((_controller.SelectableChannels & channel.Value) == 0)
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return;
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var (_, text) = _controller.SplitInputContents(input.Text);
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var newPrefix = _controller.GetPrefixFromChannel(channel.Value);
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DebugTools.Assert(newPrefix != default, "Focus channel must have prefix!");
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if (channel == SelectedChannel)
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{
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// New selected channel is just the selected channel,
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// just remove prefix (if any) and leave text unchanged.
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input.Text = text.ToString();
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selectStart = Index.Start;
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}
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else
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{
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// Change prefix to new focused channel prefix and leave text unchanged.
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input.Text = string.Concat(newPrefix.ToString(), " ", text.Span);
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selectStart = Index.FromStart(2);
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}
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ChatInput.ChannelSelector.Select(channel.Value);
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}
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input.IgnoreNext = true;
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input.GrabKeyboardFocus();
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input.CursorPosition = input.Text.Length;
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input.SelectionStart = selectStart.GetOffset(input.Text.Length);
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}
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public void CycleChatChannel(bool forward)
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{
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var idx = Array.IndexOf(ChannelSelectorPopup.ChannelSelectorOrder, SelectedChannel);
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do
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{
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// go over every channel until we find one we can actually select.
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idx += forward ? 1 : -1;
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idx = MathHelper.Mod(idx, ChannelSelectorPopup.ChannelSelectorOrder.Length);
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} while ((_controller.SelectableChannels & ChannelSelectorPopup.ChannelSelectorOrder[idx]) == 0);
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SafelySelectChannel(ChannelSelectorPopup.ChannelSelectorOrder[idx]);
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}
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public void SafelySelectChannel(ChatSelectChannel toSelect)
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{
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toSelect = _controller.MapLocalIfGhost(toSelect);
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if ((_controller.SelectableChannels & toSelect) == 0)
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return;
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ChatInput.ChannelSelector.Select(toSelect);
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}
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private void OnKeyBindDown(GUIBoundKeyEventArgs args)
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{
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if (args.Function == EngineKeyFunctions.TextReleaseFocus)
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{
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ChatInput.Input.ReleaseKeyboardFocus();
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args.Handle();
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return;
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}
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if (args.Function == ContentKeyFunctions.CycleChatChannelForward)
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{
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CycleChatChannel(true);
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args.Handle();
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return;
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}
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if (args.Function == ContentKeyFunctions.CycleChatChannelBackward)
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{
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CycleChatChannel(false);
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args.Handle();
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}
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}
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private void OnTextChanged(LineEditEventArgs args)
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{
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// Update channel select button to correct channel if we have a prefix.
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UpdateSelectedChannel();
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// Warn typing indicator about change
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EntitySystem.Get<TypingIndicatorSystem>().ClientChangedChatText();
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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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if (!disposing) return;
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_controller.UnregisterChat(this);
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ChatInput.Input.OnTextEntered -= OnTextEntered;
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ChatInput.Input.OnKeyBindDown -= OnKeyBindDown;
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ChatInput.Input.OnTextChanged -= OnTextChanged;
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ChatInput.ChannelSelector.OnChannelSelect -= OnChannelSelect;
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}
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}
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@@ -0,0 +1,235 @@
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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.Shared.Input;
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using Robust.Shared.Timing;
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namespace Content.Client.UserInterface.Systems.Chat.Widgets;
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public sealed class ResizableChatBox : ChatBox
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{
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public ResizableChatBox()
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{
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IoCManager.InjectDependencies(this);
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}
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// TODO: Revisit the resizing stuff after https://github.com/space-wizards/RobustToolbox/issues/1392 is done,
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// Probably not "supposed" to inject IClyde, but I give up.
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// I can't find any other way to allow this control to properly resize when the
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// window is resized. Resized() isn't reliably called when resizing the window,
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// and layoutcontainer anchor / margin don't seem to adjust how we need
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// them to when the window is resized. We need it to be able to resize
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// within some bounds so that it doesn't overlap other UI elements, while still
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// being freely resizable within those bounds.
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[Dependency] private readonly IClyde _clyde = default!;
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private const int DragMarginSize = 7;
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private const int MinDistanceFromBottom = 255;
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private const int MinLeft = 500;
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private DragMode _currentDrag = DragMode.None;
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private Vector2 _dragOffsetTopLeft;
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private Vector2 _dragOffsetBottomRight;
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private byte _clampIn;
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protected override void EnteredTree()
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{
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base.EnteredTree();
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_clyde.OnWindowResized += ClydeOnOnWindowResized;
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}
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protected override void ExitedTree()
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{
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base.ExitedTree();
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_clyde.OnWindowResized -= ClydeOnOnWindowResized;
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}
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protected override void KeyBindDown(GUIBoundKeyEventArgs args)
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{
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if (args.Function == EngineKeyFunctions.UIClick)
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{
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_currentDrag = GetDragModeFor(args.RelativePosition);
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if (_currentDrag != DragMode.None)
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{
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_dragOffsetTopLeft = args.PointerLocation.Position / UIScale - Position;
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_dragOffsetBottomRight = Position + Size - args.PointerLocation.Position / UIScale;
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}
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}
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base.KeyBindDown(args);
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}
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protected override void KeyBindUp(GUIBoundKeyEventArgs args)
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{
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if (args.Function != EngineKeyFunctions.UIClick)
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return;
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if (_currentDrag != DragMode.None)
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{
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_dragOffsetTopLeft = _dragOffsetBottomRight = Vector2.Zero;
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_currentDrag = DragMode.None;
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// If this is done in MouseDown, Godot won't fire MouseUp as you need focus to receive MouseUps.
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UserInterfaceManager.KeyboardFocused?.ReleaseKeyboardFocus();
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}
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base.KeyBindUp(args);
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}
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// TODO: this drag and drop stuff is somewhat duplicated from Robust BaseWindow but also modified
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[Flags]
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private enum DragMode : byte
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{
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None = 0,
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Bottom = 1 << 1,
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Left = 1 << 2
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}
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private DragMode GetDragModeFor(Vector2 relativeMousePos)
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{
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var mode = DragMode.None;
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if (relativeMousePos.Y > Size.Y - DragMarginSize)
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{
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mode = DragMode.Bottom;
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}
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if (relativeMousePos.X < DragMarginSize)
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{
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mode |= DragMode.Left;
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}
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return mode;
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}
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protected override void MouseMove(GUIMouseMoveEventArgs args)
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{
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base.MouseMove(args);
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if (Parent == null)
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return;
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if (_currentDrag == DragMode.None)
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{
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var cursor = CursorShape.Arrow;
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var previewDragMode = GetDragModeFor(args.RelativePosition);
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switch (previewDragMode)
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{
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case DragMode.Bottom:
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cursor = CursorShape.VResize;
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break;
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case DragMode.Left:
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cursor = CursorShape.HResize;
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break;
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case DragMode.Bottom | DragMode.Left:
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cursor = CursorShape.Crosshair;
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break;
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}
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DefaultCursorShape = cursor;
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}
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else
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{
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var top = Rect.Top;
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var bottom = Rect.Bottom;
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var left = Rect.Left;
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var right = Rect.Right;
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var (minSizeX, minSizeY) = MinSize;
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if ((_currentDrag & DragMode.Bottom) == DragMode.Bottom)
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{
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bottom = Math.Max(args.GlobalPosition.Y + _dragOffsetBottomRight.Y, top + minSizeY);
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}
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if ((_currentDrag & DragMode.Left) == DragMode.Left)
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{
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var maxX = right - minSizeX;
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left = Math.Min(args.GlobalPosition.X - _dragOffsetTopLeft.X, maxX);
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}
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ClampSize(left, bottom);
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}
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}
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protected override void UIScaleChanged()
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{
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base.UIScaleChanged();
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ClampAfterDelay();
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}
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private void ClydeOnOnWindowResized(WindowResizedEventArgs obj)
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{
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ClampAfterDelay();
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}
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private void ClampAfterDelay()
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{
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_clampIn = 2;
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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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// we do the clamping after a delay (after UI scale / window resize)
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// because we need to wait for our parent container to properly resize
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// first, so we can calculate where we should go. If we do it right away,
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// we won't have the correct values from the parent to know how to adjust our margins.
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if (_clampIn <= 0)
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return;
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_clampIn -= 1;
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if (_clampIn == 0)
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ClampSize();
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}
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private void ClampSize(float? desiredLeft = null, float? desiredBottom = null)
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{
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if (Parent == null)
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return;
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// var top = Rect.Top;
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var right = Rect.Right;
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var left = desiredLeft ?? Rect.Left;
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var bottom = desiredBottom ?? Rect.Bottom;
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// clamp so it doesn't go too high or low (leave space for alerts UI)
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var maxBottom = Parent.Size.Y - MinDistanceFromBottom;
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if (maxBottom <= MinHeight)
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{
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// we can't fit in our given space (window made awkwardly small), so give up
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// and overlap at our min height
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bottom = MinHeight;
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}
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else
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{
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bottom = Math.Clamp(bottom, MinHeight, maxBottom);
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}
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var maxLeft = Parent.Size.X - MinWidth;
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if (maxLeft <= MinLeft)
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{
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// window too narrow, give up and overlap at our max left
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left = maxLeft;
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}
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else
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{
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left = Math.Clamp(left, MinLeft, maxLeft);
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}
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LayoutContainer.SetMarginLeft(this, -((right + 10) - left));
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LayoutContainer.SetMarginBottom(this, bottom);
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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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if (_currentDrag == DragMode.None)
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DefaultCursorShape = CursorShape.Arrow;
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}
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}
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Reference in New Issue
Block a user