* attempt at moving MainViewport to UIWidget

* oldchat (prototype)

* separate oldchat and default ss14 HUD into their own files

* restores original default game screen logic and adds that logic into separated chat game screen

* hand reloading, several tweaks to port oldchat to main ss14 branch

oldchat is currently not selectable

* screen type cvar, gameplay state screen reloading/loading

* reload screen on ui layout cvar change

* fixes up basic reloading (HUD switching is still very bad)

* some UI widget reloading for main UI screen switching

* alert sync on screen change

* inventory reload

* hotbar margin fix

* chat bubbles above viewport

* whoops

* fixes ordering of speech bubble root

* should fix the chat focus issue (at least in-game, not lobby yet)

* should fix up the lobby/game chat focus

* fixes chat for lobby, turns lobby into a UI state

* viewport UI controller

* viewport ratio selection

* whoops

* adds the /tg/ widescreen ratio

* removes warning from inventory UI controller, adds background to separated chat game screen's chat portion

* menu button reload

* unload menu buttons only from gameplay state shutdown

* bugfix

* character button fix

* adds config options for viewport width/UI layout

* variable naming changes, get or null instead of get to avoid exceptions

* moves entity system get into controller
This commit is contained in:
Flipp Syder
2022-10-17 15:13:41 -07:00
committed by GitHub
parent 730eddf0ab
commit a3dafd88dc
37 changed files with 910 additions and 208 deletions

View File

@@ -30,14 +30,13 @@ public sealed class AdminUIController : UIController, IOnStateEntered<GameplaySt
[UISystemDependency] private readonly VerbSystem _verbs = default!;
private AdminMenuWindow? _window;
private MenuButton? _adminButton;
private MenuButton? AdminButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.AdminButton;
public void OnStateEntered(GameplayState state)
{
DebugTools.Assert(_window == null);
_window = UIManager.CreateWindow<AdminMenuWindow>();
_adminButton = UIManager.GetActiveUIWidget<MenuBar.Widgets.GameTopMenuBar>().AdminButton;
LayoutContainer.SetAnchorPreset(_window, LayoutContainer.LayoutPreset.Center);
_window.PlayerTabControl.OnEntryPressed += PlayerTabEntryPressed;
@@ -45,7 +44,6 @@ public sealed class AdminUIController : UIController, IOnStateEntered<GameplaySt
_window.OnOpen += OnWindowOpen;
_window.OnClose += OnWindowClosed;
_admin.AdminStatusUpdated += AdminStatusUpdated;
_adminButton.OnPressed += AdminButtonPressed;
_input.SetInputCommand(ContentKeyFunctions.OpenAdminMenu,
InputCmdHandler.FromDelegate(_ => Toggle()));
@@ -53,16 +51,36 @@ public sealed class AdminUIController : UIController, IOnStateEntered<GameplaySt
AdminStatusUpdated();
}
public void UnloadButton()
{
if (AdminButton == null)
{
return;
}
AdminButton.OnPressed -= AdminButtonPressed;
}
public void LoadButton()
{
if (AdminButton == null)
{
return;
}
AdminButton.OnPressed += AdminButtonPressed;
}
private void OnWindowOpen()
{
if (_adminButton != null)
_adminButton.Pressed = true;
if (AdminButton != null)
AdminButton.Pressed = true;
}
private void OnWindowClosed()
{
if (_adminButton != null)
_adminButton.Pressed = false;
if (AdminButton != null)
AdminButton.Pressed = false;
}
public void OnStateExited(GameplayState state)
@@ -80,19 +98,12 @@ public sealed class AdminUIController : UIController, IOnStateEntered<GameplaySt
_admin.AdminStatusUpdated -= AdminStatusUpdated;
if (_adminButton != null)
{
_adminButton.Pressed = false;
_adminButton.OnPressed -= AdminButtonPressed;
_adminButton = null;
}
CommandBinds.Unregister<AdminUIController>();
}
private void AdminStatusUpdated()
{
_adminButton!.Visible = _conGroups.CanAdminMenu();
AdminButton!.Visible = _conGroups.CanAdminMenu();
}
private void AdminButtonPressed(ButtonEventArgs args)