Merge remote-tracking branch 'upstream/master' into upstream
# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
This commit is contained in:
105
Content.Client/UserInterface/Controls/RadialContainer.cs
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105
Content.Client/UserInterface/Controls/RadialContainer.cs
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.Controls;
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using System.Linq;
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using System.Numerics;
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namespace Content.Client.UserInterface.Controls;
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[Virtual]
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public class RadialContainer : LayoutContainer
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{
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/// <summary>
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/// Specifies the anglular range, in radians, in which child elements will be placed.
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/// The first value denotes the angle at which the first element is to be placed, and
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/// the second value denotes the angle at which the last element is to be placed.
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/// Both values must be between 0 and 2 PI radians
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/// </summary>
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/// <remarks>
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/// The top of the screen is at 0 radians, and the bottom of the screen is at PI radians
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 AngularRange
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{
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get
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{
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return _angularRange;
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}
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set
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{
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var x = value.X;
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var y = value.Y;
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x = x > MathF.Tau ? x % MathF.Tau : x;
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y = y > MathF.Tau ? y % MathF.Tau : y;
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x = x < 0 ? MathF.Tau + x : x;
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y = y < 0 ? MathF.Tau + y : y;
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_angularRange = new Vector2(x, y);
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}
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}
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private Vector2 _angularRange = new Vector2(0f, MathF.Tau - float.Epsilon);
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/// <summary>
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/// Determines the direction in which child elements will be arranged
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public RAlignment RadialAlignment { get; set; } = RAlignment.Clockwise;
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/// <summary>
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/// Determines how far from the radial container's center that its child elements will be placed
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float Radius { get; set; } = 100f;
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/// <summary>
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/// Sets whether the container should reserve a space on the layout for child which are not currently visible
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ReserveSpaceForHiddenChildren { get; set; } = true;
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/// <summary>
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/// This container arranges its children, evenly separated, in a radial pattern
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/// </summary>
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public RadialContainer()
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{
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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var children = ReserveSpaceForHiddenChildren ? Children : Children.Where(x => x.Visible);
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var childCount = children.Count();
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// Determine the size of the arc, accounting for clockwise and anti-clockwise arrangements
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var arc = AngularRange.Y - AngularRange.X;
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arc = (arc < 0) ? MathF.Tau + arc : arc;
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arc = (RadialAlignment == RAlignment.AntiClockwise) ? MathF.Tau - arc : arc;
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// Account for both circular arrangements and arc-based arrangements
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var childMod = MathHelper.CloseTo(arc, MathF.Tau, 0.01f) ? 0 : 1;
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// Determine the separation between child elements
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var sepAngle = arc / (childCount - childMod);
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sepAngle *= (RadialAlignment == RAlignment.AntiClockwise) ? -1f : 1f;
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// Adjust the positions of all the child elements
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foreach (var (i, child) in children.Select((x, i) => (i, x)))
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{
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var position = new Vector2(Radius * MathF.Sin(AngularRange.X + sepAngle * i) + Width / 2f - child.Width / 2f, -Radius * MathF.Cos(AngularRange.X + sepAngle * i) + Height / 2f - child.Height / 2f);
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SetPosition(child, position);
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}
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}
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/// <summary>
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/// Specifies the different radial alignment modes
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/// </summary>
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/// <seealso cref="RadialAlignment"/>
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public enum RAlignment : byte
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{
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Clockwise,
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AntiClockwise,
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}
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}
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255
Content.Client/UserInterface/Controls/RadialMenu.cs
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255
Content.Client/UserInterface/Controls/RadialMenu.cs
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using System.Linq;
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using System.Numerics;
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namespace Content.Client.UserInterface.Controls;
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[Virtual]
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public class RadialMenu : BaseWindow
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{
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/// <summary>
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/// Contextual button used to traverse through previous layers of the radial menu
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/// </summary>
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public TextureButton? ContextualButton { get; set; }
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/// <summary>
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/// Set a style class to be applied to the contextual button when it is set to move the user back through previous layers of the radial menu
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/// </summary>
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public string? BackButtonStyleClass
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{
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get
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{
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return _backButtonStyleClass;
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}
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set
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{
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_backButtonStyleClass = value;
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if (_path.Count > 0 && ContextualButton != null && _backButtonStyleClass != null)
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ContextualButton.SetOnlyStyleClass(_backButtonStyleClass);
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}
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}
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/// <summary>
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/// Set a style class to be applied to the contextual button when it will close the radial menu
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/// </summary>
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public string? CloseButtonStyleClass
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{
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get
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{
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return _closeButtonStyleClass;
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}
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set
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{
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_closeButtonStyleClass = value;
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if (_path.Count == 0 && ContextualButton != null && _closeButtonStyleClass != null)
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ContextualButton.SetOnlyStyleClass(_closeButtonStyleClass);
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}
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}
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private List<Control> _path = new();
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private string? _backButtonStyleClass;
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private string? _closeButtonStyleClass;
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/// <summary>
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/// A free floating menu which enables the quick display of one or more radial containers
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/// </summary>
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/// <remarks>
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/// Only one radial container is visible at a time (each container forming a separate 'layer' within
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/// the menu), along with a contextual button at the menu center, which will either return the user
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/// to the previous layer or close the menu if there are no previous layers left to traverse.
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/// To create a functional radial menu, simply parent one or more named radial containers to it,
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/// and populate the radial containers with RadialMenuButtons. Setting the TargetLayer field of these
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/// buttons to the name of a radial conatiner will display the container in question to the user
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/// whenever it is clicked in additon to any other actions assigned to the button
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/// </remarks>
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public RadialMenu()
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{
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// Hide all starting children (if any) except the first (this is the active layer)
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if (ChildCount > 1)
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{
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for (int i = 1; i < ChildCount; i++)
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GetChild(i).Visible = false;
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}
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// Auto generate a contextual button for moving back through visited layers
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ContextualButton = new TextureButton()
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{
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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SetSize = new Vector2(64f, 64f),
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};
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ContextualButton.OnButtonUp += _ => ReturnToPreviousLayer();
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AddChild(ContextualButton);
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// Hide any further add children, unless its promoted to the active layer
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OnChildAdded += child => child.Visible = (GetCurrentActiveLayer() == child);
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}
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private Control? GetCurrentActiveLayer()
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{
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var children = Children.Where(x => x != ContextualButton);
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if (!children.Any())
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return null;
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return children.First(x => x.Visible);
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}
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public bool TryToMoveToNewLayer(string newLayer)
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{
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if (newLayer == string.Empty)
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return false;
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var currentLayer = GetCurrentActiveLayer();
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if (currentLayer == null)
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return false;
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var result = false;
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foreach (var child in Children)
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{
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if (child == ContextualButton)
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continue;
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// Hide layers which are not of interest
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if (result == true || child.Name != newLayer)
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{
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child.Visible = false;
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}
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// Show the layer of interest
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else
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{
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child.Visible = true;
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result = true;
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}
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}
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// Update the traversal path
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if (result)
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_path.Add(currentLayer);
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// Set the style class of the button
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if (_path.Count > 0 && ContextualButton != null && BackButtonStyleClass != null)
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ContextualButton.SetOnlyStyleClass(BackButtonStyleClass);
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return result;
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}
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public void ReturnToPreviousLayer()
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{
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// Close the menu if the traversal path is empty
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if (_path.Count == 0)
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{
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Close();
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return;
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}
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var lastChild = _path[^1];
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// Hide all children except the contextual button
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foreach (var child in Children)
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{
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if (child != ContextualButton)
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child.Visible = false;
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}
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// Make the last visited layer visible, update the path list
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lastChild.Visible = true;
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_path.RemoveAt(_path.Count - 1);
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// Set the style class of the button
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if (_path.Count == 0 && ContextualButton != null && CloseButtonStyleClass != null)
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ContextualButton.SetOnlyStyleClass(CloseButtonStyleClass);
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}
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}
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[Virtual]
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public class RadialMenuButton : Button
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{
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/// <summary>
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/// Upon clicking this button the radial menu will transition to the named layer
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/// </summary>
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public string? TargetLayer { get; set; }
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/// <summary>
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/// A simple button that can move the user to a different layer within a radial menu
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/// </summary>
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public RadialMenuButton()
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{
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OnButtonUp += OnClicked;
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}
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private void OnClicked(ButtonEventArgs args)
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{
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if (TargetLayer == null || TargetLayer == string.Empty)
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return;
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var parent = FindParentMultiLayerContainer(this);
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if (parent == null)
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return;
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parent.TryToMoveToNewLayer(TargetLayer);
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}
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private RadialMenu? FindParentMultiLayerContainer(Control control)
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{
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foreach (var ancestor in control.GetSelfAndLogicalAncestors())
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{
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if (ancestor is RadialMenu)
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return ancestor as RadialMenu;
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}
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return null;
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}
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}
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[Virtual]
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public class RadialMenuTextureButton : TextureButton
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{
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/// <summary>
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/// Upon clicking this button the radial menu will be moved to the named layer
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/// </summary>
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public string TargetLayer { get; set; } = string.Empty;
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/// <summary>
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/// A simple texture button that can move the user to a different layer within a radial menu
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/// </summary>
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public RadialMenuTextureButton()
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{
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OnButtonUp += OnClicked;
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}
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private void OnClicked(ButtonEventArgs args)
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{
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if (TargetLayer == string.Empty)
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return;
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var parent = FindParentMultiLayerContainer(this);
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if (parent == null)
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return;
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parent.TryToMoveToNewLayer(TargetLayer);
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}
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private RadialMenu? FindParentMultiLayerContainer(Control control)
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{
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foreach (var ancestor in control.GetSelfAndLogicalAncestors())
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{
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if (ancestor is RadialMenu)
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return ancestor as RadialMenu;
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}
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return null;
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}
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}
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