Humanoid appearance refactor (#10882)

* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
This commit is contained in:
Flipp Syder
2022-09-22 15:19:00 -07:00
committed by GitHub
parent dd994e9ee1
commit 5a0a04bde7
184 changed files with 7667 additions and 5209 deletions

View File

@@ -0,0 +1,40 @@
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
namespace Content.Client.Humanoid;
public sealed class EyeColorPicker : Control
{
public event Action<Color>? OnEyeColorPicked;
private readonly ColorSelectorSliders _colorSelectors;
private Color _lastColor;
public void SetData(Color color)
{
_lastColor = color;
_colorSelectors.Color = color;
}
public EyeColorPicker()
{
var vBox = new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Vertical
};
AddChild(vBox);
vBox.AddChild(_colorSelectors = new ColorSelectorSliders());
_colorSelectors.OnColorChanged += ColorValueChanged;
}
private void ColorValueChanged(Color newColor)
{
OnEyeColorPicked?.Invoke(newColor);
_lastColor = newColor;
}
}

View File

@@ -0,0 +1,15 @@
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
namespace Content.Client.Humanoid;
[RegisterComponent]
public sealed class HumanoidComponent : SharedHumanoidComponent
{
[ViewVariables] public List<Marking> CurrentMarkings = new();
public Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> BaseLayers = new();
public string LastSpecies = default!;
}

View File

@@ -0,0 +1,62 @@
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Robust.Client.GameObjects;
namespace Content.Client.Humanoid;
// Marking BUI.
// Do not use this in any non-privileged instance. This just replaces an entire marking set
// with the set sent over.
public sealed class HumanoidMarkingModifierBoundUserInterface : BoundUserInterface
{
public HumanoidMarkingModifierBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey)
{
}
private HumanoidMarkingModifierWindow? _window;
protected override void Open()
{
base.Open();
_window = new();
_window.OnClose += Close;
_window.OnMarkingAdded += SendMarkingSet;
_window.OnMarkingRemoved += SendMarkingSet;
_window.OnMarkingColorChange += SendMarkingSetNoResend;
_window.OnMarkingRankChange += SendMarkingSet;
_window.OnLayerInfoModified += SendBaseLayer;
_window.OpenCenteredLeft();
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (_window == null || state is not HumanoidMarkingModifierState cast)
{
return;
}
_window.SetState(cast.MarkingSet, cast.Species, cast.SkinColor, cast.CustomBaseLayers);
}
private void SendMarkingSet(MarkingSet set)
{
SendMessage(new HumanoidMarkingModifierMarkingSetMessage(set, true));
}
private void SendMarkingSetNoResend(MarkingSet set)
{
SendMessage(new HumanoidMarkingModifierMarkingSetMessage(set, false));
}
private void SendBaseLayer(HumanoidVisualLayers layer, CustomBaseLayerInfo? info)
{
SendMessage(new HumanoidMarkingModifierBaseLayersSetMessage(layer, info, true));
}
}

View File

@@ -0,0 +1,18 @@
<DefaultWindow xmlns="https://spacestation14.io"
xmlns:humanoid="clr-namespace:Content.Client.Humanoid">
<ScrollContainer MinHeight="500" MinWidth="700">
<BoxContainer Orientation="Vertical" HorizontalExpand="True">
<humanoid:MarkingPicker Name="MarkingPickerWidget" />
<BoxContainer>
<CheckBox Name="MarkingForced" Text="Force" Pressed="True" />
<CheckBox Name="MarkingIgnoreSpecies" Text="Ignore Species" Pressed="True" />
</BoxContainer>
<Collapsible Orientation="Vertical" HorizontalExpand="True">
<CollapsibleHeading Title="Base layers" />
<CollapsibleBody HorizontalExpand="True">
<BoxContainer Name="BaseLayersContainer" Orientation="Vertical" HorizontalExpand="True" />
</CollapsibleBody>
</Collapsible>
</BoxContainer>
</ScrollContainer>
</DefaultWindow>

View File

@@ -0,0 +1,138 @@
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
namespace Content.Client.Humanoid;
// hack for a panel that modifies an entity's markings on demand
[GenerateTypedNameReferences]
public sealed partial class HumanoidMarkingModifierWindow : DefaultWindow
{
public Action<MarkingSet>? OnMarkingAdded;
public Action<MarkingSet>? OnMarkingRemoved;
public Action<MarkingSet>? OnMarkingColorChange;
public Action<MarkingSet>? OnMarkingRankChange;
public Action<HumanoidVisualLayers, CustomBaseLayerInfo?>? OnLayerInfoModified;
private readonly Dictionary<HumanoidVisualLayers, HumanoidBaseLayerModifier> _modifiers = new();
public HumanoidMarkingModifierWindow()
{
RobustXamlLoader.Load(this);
foreach (var layer in Enum.GetValues<HumanoidVisualLayers>())
{
var modifier = new HumanoidBaseLayerModifier(layer);
BaseLayersContainer.AddChild(modifier);
_modifiers.Add(layer, modifier);
modifier.OnStateChanged += delegate
{
OnLayerInfoModified!(
layer,
modifier.Enabled
? new CustomBaseLayerInfo(modifier.State, modifier.Color)
: null);
};
}
MarkingPickerWidget.OnMarkingAdded += set => OnMarkingAdded!(set);
MarkingPickerWidget.OnMarkingRemoved += set => OnMarkingRemoved!(set);
MarkingPickerWidget.OnMarkingColorChange += set => OnMarkingColorChange!(set);
MarkingPickerWidget.OnMarkingRankChange += set => OnMarkingRankChange!(set);
MarkingForced.OnToggled += args => MarkingPickerWidget.Forced = args.Pressed;
MarkingIgnoreSpecies.OnToggled += args => MarkingPickerWidget.Forced = args.Pressed;
MarkingPickerWidget.Forced = MarkingForced.Pressed;
MarkingPickerWidget.IgnoreSpecies = MarkingForced.Pressed;
}
public void SetState(MarkingSet markings, string species, Color skinColor, Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> info)
{
MarkingPickerWidget.SetData(markings, species, skinColor);
foreach (var (layer, modifier) in _modifiers)
{
if (!info.TryGetValue(layer, out var layerInfo))
{
modifier.SetState(false, string.Empty, Color.White);
continue;
}
modifier.SetState(true, layerInfo.ID, layerInfo.Color);
}
}
private sealed class HumanoidBaseLayerModifier : BoxContainer
{
private CheckBox _enable;
private LineEdit _lineEdit;
private ColorSelectorSliders _colorSliders;
private BoxContainer _infoBox;
public bool Enabled => _enable.Pressed;
public string State => _lineEdit.Text;
public Color Color => _colorSliders.Color;
public Action? OnStateChanged;
public HumanoidBaseLayerModifier(HumanoidVisualLayers layer)
{
HorizontalExpand = true;
Orientation = LayoutOrientation.Vertical;
var labelBox = new BoxContainer
{
MinWidth = 250,
HorizontalExpand = true
};
AddChild(labelBox);
labelBox.AddChild(new Label
{
HorizontalExpand = true,
Text = layer.ToString()
});
_enable = new CheckBox
{
Text = "Enable",
HorizontalAlignment = HAlignment.Right
};
labelBox.AddChild(_enable);
_infoBox = new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
Visible = false
};
_enable.OnToggled += args =>
{
_infoBox.Visible = args.Pressed;
OnStateChanged!();
};
var lineEditBox = new BoxContainer();
lineEditBox.AddChild(new Label { Text = "Prototype id: "});
_lineEdit = new();
_lineEdit.OnTextEntered += args => OnStateChanged!();
lineEditBox.AddChild(_lineEdit);
_infoBox.AddChild(lineEditBox);
_colorSliders = new();
_colorSliders.OnColorChanged += color => OnStateChanged!();
_infoBox.AddChild(_colorSliders);
AddChild(_infoBox);
}
public void SetState(bool enabled, string state, Color color)
{
_enable.Pressed = enabled;
_infoBox.Visible = enabled;
_lineEdit.Text = state;
_colorSliders.Color = color;
}
}
}

View File

@@ -0,0 +1,63 @@
using System.Linq;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Preferences;
using Robust.Shared.Prototypes;
namespace Content.Client.Humanoid;
public sealed class HumanoidSystem : SharedHumanoidSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MarkingManager _markingManager = default!;
/// <summary>
/// Loads a profile directly into a humanoid.
/// </summary>
/// <param name="uid">The humanoid entity's UID</param>
/// <param name="profile">The profile to load.</param>
/// <param name="humanoid">The humanoid entity's humanoid component.</param>
/// <remarks>
/// This should not be used if the entity is owned by the server. The server will otherwise
/// override this with the appearance data it sends over.
/// </remarks>
public void LoadProfile(EntityUid uid, HumanoidCharacterProfile profile, HumanoidComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
{
return;
}
humanoid.Species = profile.Species;
var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>
{
[HumanoidVisualLayers.Eyes] = new CustomBaseLayerInfo(string.Empty, profile.Appearance.EyeColor)
};
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
var markings = new MarkingSet(profile.Appearance.Markings, speciesPrototype.MarkingPoints, _markingManager,
_prototypeManager);
markings.EnsureDefault(profile.Appearance.SkinColor, _markingManager);
// legacy: remove in the future?
markings.RemoveCategory(MarkingCategories.Hair);
markings.RemoveCategory(MarkingCategories.FacialHair);
var hair = new Marking(profile.Appearance.HairStyleId, new[] { profile.Appearance.HairColor });
markings.AddBack(MarkingCategories.Hair, hair);
var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
new[] { profile.Appearance.FacialHairColor });
markings.AddBack(MarkingCategories.FacialHair, facialHair);
markings.FilterSpecies(profile.Species, _markingManager, _prototypeManager);
SetAppearance(uid,
profile.Species,
customBaseLayers,
profile.Appearance.SkinColor,
new(), // doesn't exist yet
markings.GetForwardEnumerator().ToList());
}
}

View File

@@ -0,0 +1,447 @@
using System.Linq;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.Humanoid;
public sealed class HumanoidVisualizerSystem : VisualizerSystem<HumanoidComponent>
{
[Dependency] private IPrototypeManager _prototypeManager = default!;
[Dependency] private MarkingManager _markingManager = default!;
protected override void OnAppearanceChange(EntityUid uid, HumanoidComponent component, ref AppearanceChangeEvent args)
{
base.OnAppearanceChange(uid, component, ref args);
if (args.Sprite == null)
{
return;
}
if (!args.AppearanceData.TryGetValue(HumanoidVisualizerKey.Key, out var dataRaw)
|| dataRaw is not HumanoidVisualizerData data)
{
return;
}
if (!_prototypeManager.TryIndex(data.Species, out SpeciesPrototype? speciesProto)
|| !_prototypeManager.TryIndex(speciesProto.SpriteSet, out HumanoidSpeciesBaseSpritesPrototype? baseSprites))
{
return;
}
bool dirty;
if (data.CustomBaseLayerInfo.Count != 0)
{
dirty = MergeCustomBaseSprites(uid, baseSprites.Sprites, data.CustomBaseLayerInfo, component);
}
else
{
dirty = MergeCustomBaseSprites(uid, baseSprites.Sprites, null, component);
}
if (dirty)
{
ApplyBaseSprites(uid, component, args.Sprite);
ApplySkinColor(uid, data.SkinColor, component, args.Sprite);
}
if (data.CustomBaseLayerInfo.Count != 0)
{
foreach (var (layer, info) in data.CustomBaseLayerInfo)
{
SetBaseLayerColor(uid, layer, info.Color, args.Sprite);
}
}
var layerVis = data.LayerVisibility.ToHashSet();
dirty |= ReplaceHiddenLayers(uid, layerVis, component, args.Sprite);
DiffAndApplyMarkings(uid, data.Markings, dirty, component, args.Sprite);
}
private bool ReplaceHiddenLayers(EntityUid uid, HashSet<HumanoidVisualLayers> hiddenLayers,
HumanoidComponent humanoid, SpriteComponent sprite)
{
if (hiddenLayers.SetEquals(humanoid.HiddenLayers))
{
return false;
}
SetSpriteVisibility(uid, hiddenLayers, false, sprite);
humanoid.HiddenLayers.ExceptWith(hiddenLayers);
SetSpriteVisibility(uid, humanoid.HiddenLayers, true, sprite);
humanoid.HiddenLayers.Clear();
humanoid.HiddenLayers.UnionWith(hiddenLayers);
return true;
}
private void SetSpriteVisibility(EntityUid uid, HashSet<HumanoidVisualLayers> layers, bool visibility, SpriteComponent sprite)
{
foreach (var layer in layers)
{
if (!sprite.LayerMapTryGet(layer, out var index))
{
continue;
}
sprite[index].Visible = visibility;
}
}
private void DiffAndApplyMarkings(EntityUid uid,
List<Marking> newMarkings,
bool layersDirty,
HumanoidComponent humanoid,
SpriteComponent sprite)
{
// skip this entire thing if both sets are empty
if (humanoid.CurrentMarkings.Count == 0 && newMarkings.Count == 0)
{
return;
}
var dirtyMarkings = new List<int>();
var dirtyRangeStart = humanoid.CurrentMarkings.Count == 0 ? 0 : -1;
// edge cases:
// humanoid.CurrentMarkings < newMarkings.Count
// - check if count matches this condition before diffing
// - if count is unequal, set dirty range to start from humanoid.CurrentMarkings.Count
// humanoid.CurrentMarkings > newMarkings.Count, no dirty markings
// - break count upon meeting this condition
// - clear markings from newMarkings.Count to humanoid.CurrentMarkings.Count - newMarkings.Count
for (var i = 0; i < humanoid.CurrentMarkings.Count; i++)
{
// if we've reached the end of the new set of markings,
// then that means it's time to finish
if (newMarkings.Count == i)
{
break;
}
// if the marking is different here, set the range start to i and break, we need
// to rebuild all markings starting from i
if (humanoid.CurrentMarkings[i].MarkingId != newMarkings[i].MarkingId)
{
dirtyRangeStart = i;
break;
}
// otherwise, we add the current marking to dirtyMarkings if it has different
// settings
// however: if the hidden layers are set to dirty, then we need to
// instead just add every single marking, since we don't know ahead of time
// where these markings go
if (humanoid.CurrentMarkings[i] != newMarkings[i] || layersDirty)
{
dirtyMarkings.Add(i);
}
}
foreach (var i in dirtyMarkings)
{
if (!_markingManager.TryGetMarking(newMarkings[i], out var dirtyMarking))
{
continue;
}
ApplyMarking(uid, dirtyMarking, newMarkings[i].MarkingColors, newMarkings[i].Visible, humanoid, sprite);
}
if (humanoid.CurrentMarkings.Count < newMarkings.Count && dirtyRangeStart < 0)
{
dirtyRangeStart = humanoid.CurrentMarkings.Count;
}
if (dirtyRangeStart >= 0)
{
var range = newMarkings.GetRange(dirtyRangeStart, newMarkings.Count - dirtyRangeStart);
if (humanoid.CurrentMarkings.Count > 0)
{
var oldRange = humanoid.CurrentMarkings.GetRange(dirtyRangeStart, humanoid.CurrentMarkings.Count - dirtyRangeStart);
ClearMarkings(uid, oldRange, humanoid, sprite);
}
ApplyMarkings(uid, range, humanoid, sprite);
}
else if (humanoid.CurrentMarkings.Count != newMarkings.Count)
{
if (newMarkings.Count == 0)
{
ClearAllMarkings(uid, humanoid, sprite);
}
else if (humanoid.CurrentMarkings.Count > newMarkings.Count)
{
var rangeStart = newMarkings.Count;
var rangeCount = humanoid.CurrentMarkings.Count - newMarkings.Count;
var range = humanoid.CurrentMarkings.GetRange(rangeStart, rangeCount);
ClearMarkings(uid, range, humanoid, sprite);
}
}
if (dirtyMarkings.Count > 0 || dirtyRangeStart >= 0 || humanoid.CurrentMarkings.Count != newMarkings.Count)
{
humanoid.CurrentMarkings = newMarkings;
}
}
private void ClearAllMarkings(EntityUid uid, HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
ClearMarkings(uid, humanoid.CurrentMarkings, humanoid, spriteComp);
}
private void ClearMarkings(EntityUid uid, List<Marking> markings, HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
foreach (var marking in markings)
{
RemoveMarking(uid, marking, spriteComp);
}
}
private void RemoveMarking(EntityUid uid, Marking marking,
SpriteComponent spriteComp)
{
if (!_markingManager.TryGetMarking(marking, out var prototype))
{
return;
}
foreach (var sprite in prototype.Sprites)
{
if (sprite is not SpriteSpecifier.Rsi rsi)
{
continue;
}
var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
if (!spriteComp.LayerMapTryGet(layerId, out var index))
{
continue;
}
spriteComp.LayerMapRemove(layerId);
spriteComp.RemoveLayer(index);
}
}
private void ApplyMarkings(EntityUid uid,
List<Marking> markings,
HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
foreach (var marking in new ReverseMarkingEnumerator(markings))
{
if (!_markingManager.TryGetMarking(marking, out var markingPrototype))
{
continue;
}
ApplyMarking(uid, markingPrototype, marking.MarkingColors, marking.Visible, humanoid, spriteComp);
}
}
private void ApplyMarking(EntityUid uid,
MarkingPrototype markingPrototype,
IReadOnlyList<Color>? colors,
bool visible,
HumanoidComponent humanoid,
SpriteComponent sprite)
{
if (!sprite.LayerMapTryGet(markingPrototype.BodyPart, out int targetLayer))
{
return;
}
visible &= !humanoid.HiddenLayers.Contains(markingPrototype.BodyPart);
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
&& setting.AllowsMarkings;
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
{
if (markingPrototype.Sprites[j] is not SpriteSpecifier.Rsi rsi)
{
continue;
}
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
if (!sprite.LayerMapTryGet(layerId, out _))
{
var layer = sprite.AddLayer(markingPrototype.Sprites[j], targetLayer + j + 1);
sprite.LayerMapSet(layerId, layer);
sprite.LayerSetSprite(layerId, rsi);
}
sprite.LayerSetVisible(layerId, visible);
if (!visible || setting == null) // this is kinda implied
{
continue;
}
if (markingPrototype.FollowSkinColor || colors == null || setting.MarkingsMatchSkin)
{
var skinColor = humanoid.SkinColor;
skinColor.A = setting.LayerAlpha;
sprite.LayerSetColor(layerId, skinColor);
}
else
{
sprite.LayerSetColor(layerId, colors[j]);
}
}
}
private void ApplySkinColor(EntityUid uid,
Color skinColor,
HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
humanoid.SkinColor = skinColor;
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
{
if (!spriteInfo.MatchSkin)
{
continue;
}
var color = skinColor;
color.A = spriteInfo.LayerAlpha;
SetBaseLayerColor(uid, layer, color, spriteComp);
}
}
private void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color color,
SpriteComponent sprite)
{
if (!sprite.LayerMapTryGet(layer, out var index))
{
return;
}
sprite[index].Color = color;
}
private bool MergeCustomBaseSprites(EntityUid uid, Dictionary<HumanoidVisualLayers, string> baseSprites,
Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>? customBaseSprites,
HumanoidComponent humanoid)
{
var newBaseLayers = new Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer>();
foreach (var (key, id) in baseSprites)
{
var sexMorph = humanoid.Sex switch
{
Sex.Male when HumanoidVisualLayersExtension.HasSexMorph(key) => $"{id}Male",
Sex.Female when HumanoidVisualLayersExtension.HasSexMorph(key) => $"{id}Female",
_ => id
};
if (!_prototypeManager.TryIndex(sexMorph, out HumanoidSpeciesSpriteLayer? baseLayer))
{
continue;
}
if (!newBaseLayers.TryAdd(key, baseLayer))
{
newBaseLayers[key] = baseLayer;
}
}
if (customBaseSprites == null)
{
return IsDirty(newBaseLayers);
}
foreach (var (key, info) in customBaseSprites)
{
if (!_prototypeManager.TryIndex(info.ID, out HumanoidSpeciesSpriteLayer? baseLayer))
{
continue;
}
if (!newBaseLayers.TryAdd(key, baseLayer))
{
newBaseLayers[key] = baseLayer;
}
}
bool IsDirty(Dictionary<HumanoidVisualLayers, HumanoidSpeciesSpriteLayer> newBaseLayers)
{
var dirty = false;
if (humanoid.BaseLayers.Count != newBaseLayers.Count)
{
dirty = true;
humanoid.BaseLayers = newBaseLayers;
return dirty;
}
foreach (var (key, info) in humanoid.BaseLayers)
{
if (!newBaseLayers.TryGetValue(key, out var newInfo))
{
dirty = true;
break;
}
if (info.ID != newInfo.ID)
{
dirty = true;
break;
}
}
if (dirty)
{
humanoid.BaseLayers = newBaseLayers;
}
return dirty;
}
return IsDirty(newBaseLayers);
}
private void ApplyBaseSprites(EntityUid uid,
HumanoidComponent humanoid,
SpriteComponent spriteComp)
{
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
{
if (spriteInfo.BaseSprite != null && spriteComp.LayerMapTryGet(layer, out var index))
{
switch (spriteInfo.BaseSprite)
{
case SpriteSpecifier.Rsi rsi:
spriteComp.LayerSetRSI(index, rsi.RsiPath);
spriteComp.LayerSetState(index, rsi.RsiState);
break;
case SpriteSpecifier.Texture texture:
spriteComp.LayerSetTexture(index, texture.TexturePath);
break;
}
}
}
}
}

View File

@@ -0,0 +1,28 @@
<Control xmlns="https://spacestation14.io">
<!-- Primary container -->
<BoxContainer Orientation="Vertical" HorizontalExpand="True">
<!-- Marking lists -->
<BoxContainer Orientation="Horizontal" SeparationOverride="5" HorizontalExpand="True">
<!-- Unused markings -->
<BoxContainer Orientation="Vertical" HorizontalExpand="True">
<Label Text="{Loc 'markings-unused'}" />
<OptionButton Name="CMarkingCategoryButton" />
<ItemList Name="CMarkingsUnused" VerticalExpand="True" MinSize="300 250" />
<Label Name="CMarkingPoints" Text="uwu" />
<Button Name="CMarkingAdd" Text="{Loc 'markings-add'}" />
</BoxContainer>
<!-- Used markings -->
<BoxContainer Orientation="Vertical" HorizontalExpand="True">
<Label Text="{Loc 'markings-used'}" />
<ItemList Name="CMarkingsUsed" VerticalExpand="True" MinSize="300 250" />
<BoxContainer Orientation="Horizontal" SeparationOverride="5">
<Button Name="CMarkingRankUp" Text="{Loc 'markings-rank-up'}" HorizontalExpand="True" />
<Button Name="CMarkingRankDown" Text="{Loc 'markings-rank-down'}" HorizontalExpand="True" />
</BoxContainer>
<Button Name="CMarkingRemove" Text="{Loc 'markings-remove'}" />
</BoxContainer>
</BoxContainer>
<!-- Colors -->
<BoxContainer Name="CMarkingColors" Orientation="Vertical" Visible="False" />
</BoxContainer>
</Control>

View File

@@ -0,0 +1,463 @@
using System.Linq;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Client.Utility;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Content.Client.Humanoid;
[GenerateTypedNameReferences]
public sealed partial class MarkingPicker : Control
{
[Dependency] private readonly MarkingManager _markingManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public Action<MarkingSet>? OnMarkingAdded;
public Action<MarkingSet>? OnMarkingRemoved;
public Action<MarkingSet>? OnMarkingColorChange;
public Action<MarkingSet>? OnMarkingRankChange;
private List<Color> _currentMarkingColors = new();
private ItemList.Item? _selectedMarking;
private ItemList.Item? _selectedUnusedMarking;
private MarkingCategories _selectedMarkingCategory = MarkingCategories.Chest;
private MarkingSet _currentMarkings = new();
private List<MarkingCategories> _markingCategories = Enum.GetValues<MarkingCategories>().ToList();
private string _currentSpecies = SharedHumanoidSystem.DefaultSpecies;
public Color CurrentSkinColor = Color.White;
private readonly HashSet<MarkingCategories> _ignoreCategories = new();
public string IgnoreCategories
{
get => string.Join(',', _ignoreCategories);
set
{
_ignoreCategories.Clear();
var split = value.Split(',');
foreach (var category in split)
{
if (!Enum.TryParse(category, out MarkingCategories categoryParse))
{
continue;
}
_ignoreCategories.Add(categoryParse);
}
SetupCategoryButtons();
}
}
public bool Forced { get; set; }
private bool _ignoreSpecies;
public bool IgnoreSpecies
{
get => _ignoreSpecies;
set
{
_ignoreSpecies = value;
Populate();
}
}
public void SetData(List<Marking> newMarkings, string species, Color skinColor)
{
var pointsProto = _prototypeManager
.Index<SpeciesPrototype>(species).MarkingPoints;
_currentMarkings = new(newMarkings, pointsProto, _markingManager);
if (!IgnoreSpecies)
{
_currentMarkings.FilterSpecies(species); // should be validated server-side but it can't hurt
}
_currentSpecies = species;
CurrentSkinColor = skinColor;
Populate();
PopulateUsed();
}
public void SetData(MarkingSet set, string species, Color skinColor)
{
_currentMarkings = set;
if (!IgnoreSpecies)
{
_currentMarkings.FilterSpecies(species); // should be validated server-side but it can't hurt
}
_currentSpecies = species;
CurrentSkinColor = skinColor;
Populate();
PopulateUsed();
}
public void SetSkinColor(Color color) => CurrentSkinColor = color;
public MarkingPicker()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
SetupCategoryButtons();
CMarkingCategoryButton.OnItemSelected += OnCategoryChange;
CMarkingsUnused.OnItemSelected += item =>
_selectedUnusedMarking = CMarkingsUnused[item.ItemIndex];
CMarkingAdd.OnPressed += args =>
MarkingAdd();
CMarkingsUsed.OnItemSelected += OnUsedMarkingSelected;
CMarkingRemove.OnPressed += args =>
MarkingRemove();
CMarkingRankUp.OnPressed += _ => SwapMarkingUp();
CMarkingRankDown.OnPressed += _ => SwapMarkingDown();
}
private void SetupCategoryButtons()
{
CMarkingCategoryButton.Clear();
for (var i = 0; i < _markingCategories.Count; i++)
{
if (_ignoreCategories.Contains(_markingCategories[i]))
{
continue;
}
CMarkingCategoryButton.AddItem(Loc.GetString($"markings-category-{_markingCategories[i].ToString()}"), i);
}
CMarkingCategoryButton.SelectId(_markingCategories.IndexOf(_selectedMarkingCategory));
}
private string GetMarkingName(MarkingPrototype marking) => Loc.GetString($"marking-{marking.ID}");
private List<string> GetMarkingStateNames(MarkingPrototype marking)
{
List<string> result = new();
foreach (var markingState in marking.Sprites)
{
switch (markingState)
{
case SpriteSpecifier.Rsi rsi:
result.Add(Loc.GetString($"marking-{marking.ID}-{rsi.RsiState}"));
break;
case SpriteSpecifier.Texture texture:
result.Add(Loc.GetString($"marking-{marking.ID}-{texture.TexturePath.Filename}"));
break;
}
}
return result;
}
public void Populate()
{
CMarkingsUnused.Clear();
_selectedUnusedMarking = null;
var markings = IgnoreSpecies
? _markingManager.MarkingsByCategory(_selectedMarkingCategory)
: _markingManager.MarkingsByCategoryAndSpecies(_selectedMarkingCategory, _currentSpecies);
foreach (var marking in markings.Values)
{
if (_currentMarkings.TryGetCategory(_selectedMarkingCategory, out var listing)
&& listing.Contains(marking.AsMarking()))
{
continue;
}
var item = CMarkingsUnused.AddItem($"{GetMarkingName(marking)}", marking.Sprites[0].Frame0());
item.Metadata = marking;
}
CMarkingPoints.Visible = _currentMarkings.PointsLeft(_selectedMarkingCategory) != -1;
}
// Populate the used marking list. Returns a list of markings that weren't
// valid to add to the marking list.
public void PopulateUsed()
{
CMarkingsUsed.Clear();
CMarkingColors.Visible = false;
_selectedMarking = null;
if (!IgnoreSpecies)
{
_currentMarkings.FilterSpecies(_currentSpecies, _markingManager);
}
// walk backwards through the list for visual purposes
foreach (var marking in _currentMarkings.GetReverseEnumerator(_selectedMarkingCategory))
{
if (!_markingManager.TryGetMarking(marking, out var newMarking))
{
continue;
}
var text = Loc.GetString(marking.Forced ? "marking-used-forced" : "marking-used", ("marking-name", $"{GetMarkingName(newMarking)}"),
("marking-category", Loc.GetString($"markings-category-{newMarking.MarkingCategory}")));
var _item = new ItemList.Item(CMarkingsUsed)
{
Text = text,
Icon = newMarking.Sprites[0].Frame0(),
Selectable = true,
Metadata = newMarking,
IconModulate = marking.MarkingColors[0]
};
CMarkingsUsed.Add(_item);
}
// since all the points have been processed, update the points visually
UpdatePoints();
}
private void SwapMarkingUp()
{
if (_selectedMarking == null)
{
return;
}
var i = CMarkingsUsed.IndexOf(_selectedMarking);
if (ShiftMarkingRank(i, -1))
{
OnMarkingRankChange?.Invoke(_currentMarkings);
}
}
private void SwapMarkingDown()
{
if (_selectedMarking == null)
{
return;
}
var i = CMarkingsUsed.IndexOf(_selectedMarking);
if (ShiftMarkingRank(i, 1))
{
OnMarkingRankChange?.Invoke(_currentMarkings);
}
}
private bool ShiftMarkingRank(int src, int places)
{
if (src + places >= CMarkingsUsed.Count || src + places < 0)
{
return false;
}
var visualDest = src + places; // what it would visually look like
var visualTemp = CMarkingsUsed[visualDest];
CMarkingsUsed[visualDest] = CMarkingsUsed[src];
CMarkingsUsed[src] = visualTemp;
switch (places)
{
// i.e., we're going down in rank
case < 0:
_currentMarkings.ShiftRankDownFromEnd(_selectedMarkingCategory, src);
break;
// i.e., we're going up in rank
case > 0:
_currentMarkings.ShiftRankUpFromEnd(_selectedMarkingCategory, src);
break;
// do nothing?
default:
break;
}
return true;
}
// repopulate in case markings are restricted,
// and also filter out any markings that are now invalid
// attempt to preserve any existing markings as well:
// it would be frustrating to otherwise have all markings
// cleared, imo
public void SetSpecies(string species)
{
_currentSpecies = species;
var markingList = _currentMarkings.GetForwardEnumerator().ToList();
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(species);
_currentMarkings = new(markingList, speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
_currentMarkings.FilterSpecies(species);
Populate();
PopulateUsed();
}
private void UpdatePoints()
{
var count = _currentMarkings.PointsLeft(_selectedMarkingCategory);
if (count > -1)
{
CMarkingPoints.Text = Loc.GetString("marking-points-remaining", ("points", count));
}
}
private void OnCategoryChange(OptionButton.ItemSelectedEventArgs category)
{
CMarkingCategoryButton.SelectId(category.Id);
_selectedMarkingCategory = _markingCategories[category.Id];
Populate();
PopulateUsed();
UpdatePoints();
}
// TODO: This should be using ColorSelectorSliders once that's merged, so
private void OnUsedMarkingSelected(ItemList.ItemListSelectedEventArgs item)
{
_selectedMarking = CMarkingsUsed[item.ItemIndex];
var prototype = (MarkingPrototype) _selectedMarking.Metadata!;
if (prototype.FollowSkinColor)
{
CMarkingColors.Visible = false;
return;
}
var stateNames = GetMarkingStateNames(prototype);
_currentMarkingColors.Clear();
CMarkingColors.DisposeAllChildren();
List<ColorSelectorSliders> colorSliders = new();
for (int i = 0; i < prototype.Sprites.Count; i++)
{
var colorContainer = new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
};
CMarkingColors.AddChild(colorContainer);
ColorSelectorSliders colorSelector = new ColorSelectorSliders();
colorSliders.Add(colorSelector);
colorContainer.AddChild(new Label { Text = $"{stateNames[i]} color:" });
colorContainer.AddChild(colorSelector);
var listing = _currentMarkings[_selectedMarkingCategory];
var currentColor = new Color(
listing[listing.Count - 1 - item.ItemIndex].MarkingColors[i].RByte,
listing[listing.Count - 1 - item.ItemIndex].MarkingColors[i].GByte,
listing[listing.Count - 1 - item.ItemIndex].MarkingColors[i].BByte
);
colorSelector.Color = currentColor;
_currentMarkingColors.Add(currentColor);
var colorIndex = _currentMarkingColors.Count - 1;
Action<Color> colorChanged = _ =>
{
_currentMarkingColors[colorIndex] = colorSelector.Color;
ColorChanged(colorIndex);
};
colorSelector.OnColorChanged += colorChanged;
}
CMarkingColors.Visible = true;
}
private void ColorChanged(int colorIndex)
{
if (_selectedMarking is null) return;
var markingPrototype = (MarkingPrototype) _selectedMarking.Metadata!;
int markingIndex = _currentMarkings.FindIndexOf(_selectedMarkingCategory, markingPrototype.ID);
if (markingIndex < 0) return;
_selectedMarking.IconModulate = _currentMarkingColors[colorIndex];
var marking = new Marking(_currentMarkings[_selectedMarkingCategory][markingIndex]);
marking.SetColor(colorIndex, _currentMarkingColors[colorIndex]);
_currentMarkings.Replace(_selectedMarkingCategory, markingIndex, marking);
OnMarkingColorChange?.Invoke(_currentMarkings);
}
private void MarkingAdd()
{
if (_selectedUnusedMarking is null) return;
if (_currentMarkings.PointsLeft(_selectedMarkingCategory) == 0 && !Forced)
{
return;
}
var marking = (MarkingPrototype) _selectedUnusedMarking.Metadata!;
var markingObject = marking.AsMarking();
for (var i = 0; i < markingObject.MarkingColors.Count; i++)
{
markingObject.SetColor(i, CurrentSkinColor);
}
markingObject.Forced = Forced;
_currentMarkings.AddBack(_selectedMarkingCategory, markingObject);
UpdatePoints();
CMarkingsUnused.Remove(_selectedUnusedMarking);
var item = new ItemList.Item(CMarkingsUsed)
{
Text = Loc.GetString("marking-used", ("marking-name", $"{GetMarkingName(marking)}"), ("marking-category", Loc.GetString($"markings-category-{marking.MarkingCategory}"))),
Icon = marking.Sprites[0].Frame0(),
Selectable = true,
Metadata = marking,
};
CMarkingsUsed.Insert(0, item);
_selectedUnusedMarking = null;
OnMarkingAdded?.Invoke(_currentMarkings);
}
private void MarkingRemove()
{
if (_selectedMarking is null) return;
var marking = (MarkingPrototype) _selectedMarking.Metadata!;
_currentMarkings.Remove(_selectedMarkingCategory, marking.ID);
UpdatePoints();
CMarkingsUsed.Remove(_selectedMarking);
if (marking.MarkingCategory == _selectedMarkingCategory)
{
var item = CMarkingsUnused.AddItem($"{GetMarkingName(marking)}", marking.Sprites[0].Frame0());
item.Metadata = marking;
}
_selectedMarking = null;
CMarkingColors.Visible = false;
OnMarkingRemoved?.Invoke(_currentMarkings);
}
}

View File

@@ -0,0 +1,22 @@
<BoxContainer xmlns="https://spacestation14.io"
Orientation="Vertical"
HorizontalExpand="True"
VerticalExpand="True">
<!-- "Slot" selection -->
<Label Name="CategoryName" />
<BoxContainer Name="SlotSelectorContainer" HorizontalExpand="True">
<OptionButton Name="SlotSelector" HorizontalExpand="True" />
<Button Name="AddButton" Text="{Loc 'marking-slot-add'}"/>
<Button Name="RemoveButton" Text="{Loc 'marking-slot-remove'}"/>
</BoxContainer>
<!-- Item list -->
<BoxContainer Name="MarkingSelectorContainer" Orientation="Vertical" HorizontalExpand="True" VerticalExpand="True">
<ScrollContainer MinHeight="500" VerticalExpand="True" HorizontalExpand="True">
<ItemList Name="MarkingList" VerticalExpand="True" />
</ScrollContainer>
<!-- Color sliders -->
<ScrollContainer MinHeight="200" HorizontalExpand="True">
<BoxContainer Name="ColorSelectorContainer" HorizontalExpand="True" />
</ScrollContainer>
</BoxContainer>
</BoxContainer>

View File

@@ -0,0 +1,283 @@
using System.Linq;
using Content.Shared.Humanoid.Markings;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Client.Utility;
namespace Content.Client.Humanoid;
[GenerateTypedNameReferences]
public sealed partial class SingleMarkingPicker : BoxContainer
{
[Dependency] private MarkingManager _markingManager = default!;
/// <summary>
/// What happens if a marking is selected.
/// It will send the 'slot' (marking index)
/// and the selected marking's ID.
/// </summary>
public Action<(int slot, string id)>? OnMarkingSelect;
/// <summary>
/// What happens if a slot is removed.
/// This will send the 'slot' (marking index).
/// </summary>
public Action<int>? OnSlotRemove;
/// <summary>
/// What happens when a slot is added.
/// </summary>
public Action? OnSlotAdd;
/// <summary>
/// What happens if a marking's color is changed.
/// Sends a 'slot' number, and the marking in question.
/// </summary>
public Action<(int slot, Marking marking)>? OnColorChanged;
// current selected slot
private int _slot = -1;
private int Slot
{
get
{
if (_markings == null || _markings.Count == 0)
{
_slot = -1;
}
else if (_slot == -1)
{
_slot = 0;
}
return _slot;
}
set
{
if (_markings == null || _markings.Count == 0)
{
_slot = -1;
return;
}
_slot = value;
_ignoreItemSelected = true;
foreach (var item in MarkingList)
{
item.Selected = (string) item.Metadata! == _markings[_slot].MarkingId;
}
_ignoreItemSelected = false;
PopulateColors();
}
}
// amount of slots to show
private int _totalPoints;
private bool _ignoreItemSelected;
private MarkingCategories _category;
public MarkingCategories Category
{
get => _category;
set
{
_category = value;
CategoryName.Text = Loc.GetString($"markings-category-{_category}");
if (!string.IsNullOrEmpty(_species))
{
PopulateList();
}
}
}
private IReadOnlyDictionary<string, MarkingPrototype>? _markingPrototypeCache;
private string? _species;
private List<Marking>? _markings;
private int PointsLeft
{
get
{
if (_markings == null)
{
return 0;
}
if (_totalPoints < 0)
{
return -1;
}
return _totalPoints - _markings.Count;
}
}
private int PointsUsed => _markings?.Count ?? 0;
public SingleMarkingPicker()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
MarkingList.OnItemSelected += SelectMarking;
AddButton.OnPressed += _ =>
{
OnSlotAdd!();
};
SlotSelector.OnItemSelected += args =>
{
Slot = args.Button.SelectedId;
};
RemoveButton.OnPressed += _ =>
{
OnSlotRemove!(_slot);
};
}
public void UpdateData(List<Marking> markings, string species, int totalPoints)
{
_markings = markings;
_species = species;
_totalPoints = totalPoints;
_markingPrototypeCache = _markingManager.MarkingsByCategoryAndSpecies(Category, _species);
Visible = _markingPrototypeCache.Count != 0;
if (_markingPrototypeCache.Count == 0)
{
return;
}
PopulateList();
PopulateColors();
PopulateSlotSelector();
}
public void PopulateList()
{
if (string.IsNullOrEmpty(_species))
{
throw new ArgumentException("Tried to populate marking list without a set species!");
}
_markingPrototypeCache ??= _markingManager.MarkingsByCategoryAndSpecies(Category, _species);
MarkingSelectorContainer.Visible = _markings != null && _markings.Count != 0;
if (_markings == null || _markings.Count == 0)
{
return;
}
MarkingList.Clear();
foreach (var (id, marking) in _markingPrototypeCache)
{
var item = MarkingList.AddItem(Loc.GetString($"marking-{id}"), marking.Sprites[0].Frame0());
item.Metadata = marking.ID;
if (_markings[Slot].MarkingId == id)
{
_ignoreItemSelected = true;
item.Selected = true;
_ignoreItemSelected = false;
}
}
}
private void PopulateColors()
{
if (_markings == null
|| _markings.Count == 0
|| !_markingManager.TryGetMarking(_markings[Slot], out var proto))
{
return;
}
var marking = _markings[Slot];
ColorSelectorContainer.DisposeAllChildren();
ColorSelectorContainer.RemoveAllChildren();
if (marking.MarkingColors.Count != proto.Sprites.Count)
{
marking = new Marking(marking.MarkingId, proto.Sprites.Count);
}
for (var i = 0; i < marking.MarkingColors.Count; i++)
{
var selector = new ColorSelectorSliders
{
HorizontalExpand = true
};
selector.Color = marking.MarkingColors[i];
var colorIndex = i;
selector.OnColorChanged += color =>
{
marking.SetColor(colorIndex, color);
OnColorChanged!((_slot, marking));
};
ColorSelectorContainer.AddChild(selector);
}
}
private void SelectMarking(ItemList.ItemListSelectedEventArgs args)
{
if (_ignoreItemSelected)
{
return;
}
var id = (string) MarkingList[args.ItemIndex].Metadata!;
if (!_markingManager.Markings.TryGetValue(id, out var proto))
{
throw new ArgumentException("Attempted to select non-existent marking.");
}
var oldMarking = _markings![Slot];
_markings[Slot] = proto.AsMarking();
for (var i = 0; i < _markings[Slot].MarkingColors.Count && i < oldMarking.MarkingColors.Count; i++)
{
_markings[Slot].SetColor(i, oldMarking.MarkingColors[i]);
}
PopulateColors();
OnMarkingSelect!((_slot, id));
}
// Slot logic
private void PopulateSlotSelector()
{
SlotSelector.Visible = Slot >= 0;
AddButton.HorizontalExpand = Slot < 0;
RemoveButton.HorizontalExpand = Slot < 0;
AddButton.Disabled = PointsLeft == 0 && _totalPoints > -1 ;
RemoveButton.Disabled = PointsUsed == 0;
SlotSelector.Clear();
if (Slot < 0)
{
return;
}
for (var i = 0; i < PointsUsed; i++)
{
SlotSelector.AddItem($"Slot {i + 1}", i);
if (i == _slot)
{
SlotSelector.SelectId(i);
}
}
}
}