# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
292 lines
10 KiB
C#
292 lines
10 KiB
C#
using System.Numerics;
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using Content.Client._White.UserInterface.Controls;
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using Content.Shared.CCVar;
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using Content.Shared.Chat;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Configuration;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Chat.UI
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{
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public abstract class SpeechBubble : Control
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] protected readonly IConfigurationManager ConfigManager = default!;
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public enum SpeechType : byte
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{
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Emote,
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Say,
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Whisper,
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Looc
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}
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/// <summary>
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/// The total time a speech bubble stays on screen.
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/// </summary>
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private const float TotalTime = 4;
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/// <summary>
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/// The amount of time at the end of the bubble's life at which it starts fading.
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/// </summary>
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private const float FadeTime = 0.25f;
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/// <summary>
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/// The distance in world space to offset the speech bubble from the center of the entity.
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/// i.e. greater -> higher above the mob's head.
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/// </summary>
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private const float EntityVerticalOffset = 0.5f;
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/// <summary>
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/// The default maximum width for speech bubbles.
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/// </summary>
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public const float SpeechMaxWidth = 256;
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private readonly EntityUid _senderEntity;
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private float _timeLeft = TotalTime;
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public float VerticalOffset { get; set; }
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private float _verticalOffsetAchieved;
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public Vector2 ContentSize { get; private set; }
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// man down
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public event Action<EntityUid, SpeechBubble>? OnDied;
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public static SpeechBubble CreateSpeechBubble(SpeechType type, ChatMessage message, EntityUid senderEntity)
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{
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switch (type)
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{
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case SpeechType.Emote:
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return new TextSpeechBubble(message, senderEntity, "emoteBox");
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case SpeechType.Say:
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return new FancyTextSpeechBubble(message, senderEntity, "sayBox");
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case SpeechType.Whisper:
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return new FancyTextSpeechBubble(message, senderEntity, "whisperBox");
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case SpeechType.Looc:
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return new TextSpeechBubble(message, senderEntity, "emoteBox", Color.FromHex("#48d1cc"));
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public SpeechBubble(ChatMessage message, EntityUid senderEntity, string speechStyleClass, Color? fontColor = null)
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{
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IoCManager.InjectDependencies(this);
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_senderEntity = senderEntity;
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// Use text clipping so new messages don't overlap old ones being pushed up.
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RectClipContent = true;
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var bubble = BuildBubble(message, speechStyleClass, fontColor);
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AddChild(bubble);
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ForceRunStyleUpdate();
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bubble.Measure(Vector2Helpers.Infinity);
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ContentSize = bubble.DesiredSize;
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_verticalOffsetAchieved = -ContentSize.Y;
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}
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protected abstract Control BuildBubble(ChatMessage message, string speechStyleClass, Color? fontColor = null);
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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_timeLeft -= args.DeltaSeconds;
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if (_entityManager.Deleted(_senderEntity) || _timeLeft <= 0)
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{
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// Timer spawn to prevent concurrent modification exception.
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Timer.Spawn(0, Die);
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return;
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}
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// Lerp to our new vertical offset if it's been modified.
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if (MathHelper.CloseToPercent(_verticalOffsetAchieved - VerticalOffset, 0, 0.1))
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{
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_verticalOffsetAchieved = VerticalOffset;
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}
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else
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{
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_verticalOffsetAchieved = MathHelper.Lerp(_verticalOffsetAchieved, VerticalOffset, 10 * args.DeltaSeconds);
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}
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if (!_entityManager.TryGetComponent<TransformComponent>(_senderEntity, out var xform) || xform.MapID != _eyeManager.CurrentMap)
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{
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Modulate = Color.White.WithAlpha(0);
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return;
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}
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if (_timeLeft <= FadeTime)
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{
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// Update alpha if we're fading.
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Modulate = Color.White.WithAlpha(_timeLeft / FadeTime);
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}
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else
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{
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// Make opaque otherwise, because it might have been hidden before
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Modulate = Color.White;
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}
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var offset = (-_eyeManager.CurrentEye.Rotation).ToWorldVec() * -EntityVerticalOffset;
|
|
var worldPos = xform.WorldPosition + offset;
|
|
|
|
var lowerCenter = _eyeManager.WorldToScreen(worldPos) / UIScale;
|
|
var screenPos = lowerCenter - new Vector2(ContentSize.X / 2, ContentSize.Y + _verticalOffsetAchieved);
|
|
// Round to nearest 0.5
|
|
screenPos = (screenPos * 2).Rounded() / 2;
|
|
LayoutContainer.SetPosition(this, screenPos);
|
|
|
|
var height = MathF.Ceiling(MathHelper.Clamp(lowerCenter.Y - screenPos.Y, 0, ContentSize.Y));
|
|
SetHeight = height;
|
|
}
|
|
|
|
private void Die()
|
|
{
|
|
if (Disposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
OnDied?.Invoke(_senderEntity, this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Causes the speech bubble to start fading IMMEDIATELY.
|
|
/// </summary>
|
|
public void FadeNow()
|
|
{
|
|
if (_timeLeft > FadeTime)
|
|
{
|
|
_timeLeft = FadeTime;
|
|
}
|
|
}
|
|
|
|
protected FormattedMessage FormatSpeech(string message, Color? fontColor = null)
|
|
{
|
|
var msg = new FormattedMessage();
|
|
if (fontColor != null)
|
|
msg.PushColor(fontColor.Value);
|
|
msg.AddMarkup(message);
|
|
return msg;
|
|
}
|
|
|
|
protected FormattedMessage ExtractAndFormatSpeechSubstring(ChatMessage message, string tag, Color? fontColor = null)
|
|
{
|
|
return FormatSpeech(SharedChatSystem.GetStringInsideTag(message, tag), fontColor);
|
|
}
|
|
|
|
}
|
|
|
|
public sealed class TextSpeechBubble : SpeechBubble
|
|
{
|
|
public TextSpeechBubble(ChatMessage message, EntityUid senderEntity, string speechStyleClass, Color? fontColor = null)
|
|
: base(message, senderEntity, speechStyleClass, fontColor)
|
|
{
|
|
}
|
|
|
|
protected override Control BuildBubble(ChatMessage message, string speechStyleClass, Color? fontColor = null)
|
|
{
|
|
var label = new ChatRichTextLabel
|
|
{
|
|
MaxWidth = SpeechMaxWidth,
|
|
};
|
|
|
|
label.SetMessage(FormatSpeech(message.WrappedMessage, fontColor));
|
|
|
|
var panel = new PanelContainer
|
|
{
|
|
StyleClasses = { "speechBox", speechStyleClass },
|
|
Children = { label },
|
|
ModulateSelfOverride = Color.White.WithAlpha(0.75f)
|
|
};
|
|
|
|
return panel;
|
|
}
|
|
}
|
|
|
|
public sealed class FancyTextSpeechBubble : SpeechBubble
|
|
{
|
|
|
|
public FancyTextSpeechBubble(ChatMessage message, EntityUid senderEntity, string speechStyleClass, Color? fontColor = null)
|
|
: base(message, senderEntity, speechStyleClass, fontColor)
|
|
{
|
|
}
|
|
|
|
protected override Control BuildBubble(ChatMessage message, string speechStyleClass, Color? fontColor = null)
|
|
{
|
|
if (!ConfigManager.GetCVar(CCVars.ChatEnableFancyBubbles))
|
|
{
|
|
var label = new RichTextLabel
|
|
{
|
|
MaxWidth = SpeechMaxWidth
|
|
};
|
|
|
|
label.SetMessage(ExtractAndFormatSpeechSubstring(message, "BubbleContent", fontColor));
|
|
|
|
var unfanciedPanel = new PanelContainer
|
|
{
|
|
StyleClasses = { "speechBox", speechStyleClass },
|
|
Children = { label },
|
|
ModulateSelfOverride = Color.White.WithAlpha(0.75f)
|
|
};
|
|
return unfanciedPanel;
|
|
}
|
|
|
|
var bubbleHeader = new RichTextLabel
|
|
{
|
|
Margin = new Thickness(1, 1, 1, 1)
|
|
};
|
|
|
|
var bubbleContent = new RichTextLabel
|
|
{
|
|
MaxWidth = SpeechMaxWidth,
|
|
Margin = new Thickness(2, 6, 2, 2),
|
|
StyleClasses = { "bubbleContent" }
|
|
};
|
|
|
|
//We'll be honest. *Yes* this is hacky. Doing this in a cleaner way would require a bottom-up refactor of how saycode handles sending chat messages. -Myr
|
|
bubbleHeader.SetMessage(ExtractAndFormatSpeechSubstring(message, "BubbleHeader", fontColor));
|
|
bubbleContent.SetMessage(ExtractAndFormatSpeechSubstring(message, "BubbleContent", fontColor));
|
|
|
|
//As for below: Some day this could probably be converted to xaml. But that is not today. -Myr
|
|
var mainPanel = new PanelContainer
|
|
{
|
|
StyleClasses = { "speechBox", speechStyleClass },
|
|
Children = { bubbleContent },
|
|
ModulateSelfOverride = Color.White.WithAlpha(0.75f),
|
|
HorizontalAlignment = HAlignment.Center,
|
|
VerticalAlignment = VAlignment.Bottom,
|
|
Margin = new Thickness(4, 14, 4, 2)
|
|
};
|
|
|
|
var headerPanel = new PanelContainer
|
|
{
|
|
StyleClasses = { "speechBox", speechStyleClass },
|
|
Children = { bubbleHeader },
|
|
ModulateSelfOverride = Color.White.WithAlpha(ConfigManager.GetCVar(CCVars.ChatFancyNameBackground) ? 0.75f : 0f),
|
|
HorizontalAlignment = HAlignment.Center,
|
|
VerticalAlignment = VAlignment.Top
|
|
};
|
|
|
|
var panel = new PanelContainer
|
|
{
|
|
Children = { mainPanel, headerPanel }
|
|
};
|
|
|
|
return panel;
|
|
}
|
|
}
|
|
}
|