Oldchat (#11913)
* 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:
@@ -26,17 +26,53 @@ public sealed class EscapeUIController : UIController, IOnStateEntered<GameplayS
|
||||
|
||||
private Options.UI.EscapeMenu? _escapeWindow;
|
||||
|
||||
private MenuButton? _escapeButton;
|
||||
private MenuButton? EscapeButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.EscapeButton;
|
||||
|
||||
public void UnloadButton()
|
||||
{
|
||||
if (EscapeButton == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EscapeButton.Pressed = false;
|
||||
EscapeButton.OnPressed += EscapeButtonOnOnPressed;
|
||||
|
||||
if (_escapeWindow == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_escapeWindow.OnClose -= DeactivateButton;
|
||||
_escapeWindow.OnOpen -= ActivateButton;
|
||||
}
|
||||
|
||||
public void LoadButton()
|
||||
{
|
||||
if (EscapeButton == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EscapeButton.OnPressed += EscapeButtonOnOnPressed;
|
||||
|
||||
if (_escapeWindow == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_escapeWindow.OnClose += DeactivateButton;
|
||||
_escapeWindow.OnOpen += ActivateButton;
|
||||
}
|
||||
|
||||
private void ActivateButton() => EscapeButton!.Pressed = true;
|
||||
private void DeactivateButton() => EscapeButton!.Pressed = false;
|
||||
|
||||
public void OnStateEntered(GameplayState state)
|
||||
{
|
||||
DebugTools.Assert(_escapeWindow == null);
|
||||
_escapeButton = UIManager.GetActiveUIWidget<MenuBar.Widgets.GameTopMenuBar>().EscapeButton;
|
||||
_escapeButton.OnPressed += EscapeButtonOnOnPressed;
|
||||
|
||||
_escapeWindow = UIManager.CreateWindow<Options.UI.EscapeMenu>();
|
||||
_escapeWindow.OnClose += () => { _escapeButton.Pressed = false; };
|
||||
_escapeWindow.OnOpen += () => { _escapeButton.Pressed = true; };
|
||||
|
||||
_escapeWindow.ChangelogButton.OnPressed += _ =>
|
||||
{
|
||||
@@ -87,13 +123,6 @@ public sealed class EscapeUIController : UIController, IOnStateEntered<GameplayS
|
||||
_escapeWindow = null;
|
||||
}
|
||||
|
||||
if (_escapeButton != null)
|
||||
{
|
||||
_escapeButton.OnPressed -= EscapeButtonOnOnPressed;
|
||||
_escapeButton.Pressed = false;
|
||||
_escapeButton = null;
|
||||
}
|
||||
|
||||
CommandBinds.Unregister<EscapeUIController>();
|
||||
}
|
||||
|
||||
@@ -119,7 +148,7 @@ public sealed class EscapeUIController : UIController, IOnStateEntered<GameplayS
|
||||
else
|
||||
{
|
||||
_escapeWindow.OpenCentered();
|
||||
_escapeButton!.Pressed = true;
|
||||
EscapeButton!.Pressed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user