* 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

@@ -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;
}
}
}