Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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using System.Collections.Generic;
using System.Linq;
using Content.Client.Alerts.UI;
using Content.Shared.Alert;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.ViewVariables;
using static Robust.Client.UserInterface.Controls.BaseButton;
namespace Content.Client.Alerts
{
/// <inheritdoc/>
[RegisterComponent]
[ComponentReference(typeof(SharedAlertsComponent))]
public sealed class ClientAlertsComponent : SharedAlertsComponent
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
private AlertsUI? _ui;
private AlertOrderPrototype? _alertOrder;
[ViewVariables]
private readonly Dictionary<AlertKey, AlertControl> _alertControls
= new();
/// <summary>
/// Allows calculating if we need to act due to this component being controlled by the current mob
/// </summary>
[ViewVariables]
private bool CurrentlyControlled => _playerManager.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity == Owner;
protected override void Shutdown()
{
base.Shutdown();
PlayerDetached();
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PlayerAttachedMsg _:
PlayerAttached();
break;
case PlayerDetachedMsg _:
PlayerDetached();
break;
}
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not AlertsComponentState)
{
return;
}
UpdateAlertsControls();
}
private void PlayerAttached()
{
if (!CurrentlyControlled || _ui != null)
{
return;
}
_alertOrder = IoCManager.Resolve<IPrototypeManager>().EnumeratePrototypes<AlertOrderPrototype>().FirstOrDefault();
if (_alertOrder == null)
{
Logger.ErrorS("alert", "no alertOrder prototype found, alerts will be in random order");
}
_ui = new AlertsUI();
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(_ui);
UpdateAlertsControls();
}
private void PlayerDetached()
{
foreach (var alertControl in _alertControls.Values)
{
alertControl.OnPressed -= AlertControlOnPressed;
}
if (_ui != null)
{
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.RemoveChild(_ui);
_ui = null;
}
_alertControls.Clear();
}
/// <summary>
/// Updates the displayed alerts based on current state of Alerts, performing
/// a diff to ensure we only change what's changed (this avoids active tooltips disappearing any
/// time state changes)
/// </summary>
private void UpdateAlertsControls()
{
if (!CurrentlyControlled || _ui == null)
{
return;
}
// remove any controls with keys no longer present
var toRemove = new List<AlertKey>();
foreach (var existingKey in _alertControls.Keys)
{
if (!IsShowingAlert(existingKey))
{
toRemove.Add(existingKey);
}
}
foreach (var alertKeyToRemove in toRemove)
{
_alertControls.Remove(alertKeyToRemove, out var control);
if (control == null) return;
_ui.Grid.Children.Remove(control);
}
// now we know that alertControls contains alerts that should still exist but
// may need to updated,
// also there may be some new alerts we need to show.
// further, we need to ensure they are ordered w.r.t their configured order
foreach (var (alertKey, alertState) in EnumerateAlertStates())
{
if (!alertKey.AlertType.HasValue)
{
Logger.WarningS("alert", "found alertkey without alerttype," +
" alert keys should never be stored without an alerttype set: {0}", alertKey);
continue;
}
var alertType = alertKey.AlertType.Value;
if (!AlertManager.TryGet(alertType, out var newAlert))
{
Logger.ErrorS("alert", "Unrecognized alertType {0}", alertType);
continue;
}
if (_alertControls.TryGetValue(newAlert.AlertKey, out var existingAlertControl) &&
existingAlertControl.Alert.AlertType == newAlert.AlertType)
{
// key is the same, simply update the existing control severity / cooldown
existingAlertControl.SetSeverity(alertState.Severity);
existingAlertControl.Cooldown = alertState.Cooldown;
}
else
{
if (existingAlertControl != null)
{
_ui.Grid.Children.Remove(existingAlertControl);
}
// this is a new alert + alert key or just a different alert with the same
// key, create the control and add it in the appropriate order
var newAlertControl = CreateAlertControl(newAlert, alertState);
if (_alertOrder != null)
{
var added = false;
foreach (var alertControl in _ui.Grid.Children)
{
if (_alertOrder.Compare(newAlert, ((AlertControl) alertControl).Alert) < 0)
{
var idx = alertControl.GetPositionInParent();
_ui.Grid.Children.Add(newAlertControl);
newAlertControl.SetPositionInParent(idx);
added = true;
break;
}
}
if (!added)
{
_ui.Grid.Children.Add(newAlertControl);
}
}
else
{
_ui.Grid.Children.Add(newAlertControl);
}
_alertControls[newAlert.AlertKey] = newAlertControl;
}
}
}
private AlertControl CreateAlertControl(AlertPrototype alert, AlertState alertState)
{
var alertControl = new AlertControl(alert, alertState.Severity)
{
Cooldown = alertState.Cooldown
};
alertControl.OnPressed += AlertControlOnPressed;
return alertControl;
}
private void AlertControlOnPressed(ButtonEventArgs args)
{
if (args.Button is not AlertControl control)
{
return;
}
AlertPressed(args, control);
}
private void AlertPressed(ButtonEventArgs args, AlertControl alert)
{
if (args.Event.Function != EngineKeyFunctions.UIClick)
{
return;
}
SendNetworkMessage(new ClickAlertMessage(alert.Alert.AlertType));
}
protected override void AfterShowAlert()
{
UpdateAlertsControls();
}
protected override void AfterClearAlert()
{
UpdateAlertsControls();
}
}
}

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using System;
using Content.Client.Actions.UI;
using Content.Client.Cooldown;
using Content.Shared.Alert;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.Alerts.UI
{
public class AlertControl : BaseButton
{
// shorter than default tooltip delay so user can more easily
// see what alerts they have
private const float CustomTooltipDelay = 0.5f;
public AlertPrototype Alert { get; }
/// <summary>
/// Current cooldown displayed in this slot. Set to null to show no cooldown.
/// </summary>
public (TimeSpan Start, TimeSpan End)? Cooldown
{
get => _cooldown;
set
{
_cooldown = value;
if (SuppliedTooltip is ActionAlertTooltip actionAlertTooltip)
{
actionAlertTooltip.Cooldown = value;
}
}
}
private (TimeSpan Start, TimeSpan End)? _cooldown;
private short? _severity;
private readonly IGameTiming _gameTiming;
private readonly AnimatedTextureRect _icon;
private readonly CooldownGraphic _cooldownGraphic;
/// <summary>
/// Creates an alert control reflecting the indicated alert + state
/// </summary>
/// <param name="alert">alert to display</param>
/// <param name="severity">severity of alert, null if alert doesn't have severity levels</param>
public AlertControl(AlertPrototype alert, short? severity)
{
_gameTiming = IoCManager.Resolve<IGameTiming>();
TooltipDelay = CustomTooltipDelay;
TooltipSupplier = SupplyTooltip;
Alert = alert;
_severity = severity;
var specifier = alert.GetIcon(_severity);
_icon = new AnimatedTextureRect
{
DisplayRect = {TextureScale = (2, 2)}
};
_icon.SetFromSpriteSpecifier(specifier);
Children.Add(_icon);
_cooldownGraphic = new CooldownGraphic();
Children.Add(_cooldownGraphic);
}
private Control SupplyTooltip(Control? sender)
{
return new ActionAlertTooltip(Alert.Name, Alert.Description) {Cooldown = Cooldown};
}
/// <summary>
/// Change the alert severity, changing the displayed icon
/// </summary>
public void SetSeverity(short? severity)
{
if (_severity != severity)
{
_severity = severity;
_icon.SetFromSpriteSpecifier(Alert.GetIcon(_severity));
}
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (!Cooldown.HasValue)
{
_cooldownGraphic.Visible = false;
_cooldownGraphic.Progress = 0;
return;
}
var duration = Cooldown.Value.End - Cooldown.Value.Start;
var curTime = _gameTiming.CurTime;
var length = duration.TotalSeconds;
var progress = (curTime - Cooldown.Value.Start).TotalSeconds / length;
var ratio = (progress <= 1 ? (1 - progress) : (curTime - Cooldown.Value.End).TotalSeconds * -5);
_cooldownGraphic.Progress = MathHelper.Clamp((float) ratio, -1, 1);
_cooldownGraphic.Visible = ratio > -1f;
}
}
}

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using Content.Client.Chat.Managers;
using Content.Client.Chat.UI;
using Content.Client.Stylesheets;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.IoC;
namespace Content.Client.Alerts.UI
{
/// <summary>
/// The status effects display on the right side of the screen.
/// </summary>
public sealed class AlertsUI : Control
{
public const float ChatSeparation = 38f;
public GridContainer Grid { get; }
public AlertsUI()
{
LayoutContainer.SetGrowHorizontal(this, LayoutContainer.GrowDirection.Begin);
LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.End);
LayoutContainer.SetAnchorTop(this, 0f);
LayoutContainer.SetAnchorRight(this, 1f);
LayoutContainer.SetAnchorBottom(this, 1f);
LayoutContainer.SetMarginBottom(this, -180);
LayoutContainer.SetMarginTop(this, 250);
LayoutContainer.SetMarginRight(this, -10);
var panelContainer = new PanelContainer
{
StyleClasses = {StyleNano.StyleClassTransparentBorderedWindowPanel},
HorizontalAlignment = HAlignment.Right,
VerticalAlignment = VAlignment.Top
};
AddChild(panelContainer);
Grid = new GridContainer
{
MaxGridHeight = 64,
ExpandBackwards = true
};
panelContainer.AddChild(Grid);
MinSize = (64, 64);
}
protected override void EnteredTree()
{
base.EnteredTree();
var _chatManager = IoCManager.Resolve<IChatManager>();
_chatManager.OnChatBoxResized += OnChatResized;
OnChatResized(new ChatResizedEventArgs(ChatBox.InitialChatBottom));
}
protected override void ExitedTree()
{
base.ExitedTree();
var _chatManager = IoCManager.Resolve<IChatManager>();
_chatManager.OnChatBoxResized -= OnChatResized;
}
private void OnChatResized(ChatResizedEventArgs chatResizedEventArgs)
{
// resize us to fit just below the chatbox
var _chatManager = IoCManager.Resolve<IChatManager>();
if (_chatManager.CurrentChatBox != null)
{
LayoutContainer.SetMarginTop(this, chatResizedEventArgs.NewBottom + ChatSeparation);
}
else
{
LayoutContainer.SetMarginTop(this, 250);
}
}
// This makes no sense but I'm leaving it in place in case I break anything by removing it.
protected override void Resized()
{
// TODO: Can rework this once https://github.com/space-wizards/RobustToolbox/issues/1392 is done,
// this is here because there isn't currently a good way to allow the grid to adjust its height based
// on constraints, otherwise we would use anchors to lay it out
base.Resized();
Grid.MaxGridHeight = Height;
}
protected override void UIScaleChanged()
{
Grid.MaxGridHeight = Height;
base.UIScaleChanged();
}
}
}