Files
OldThink/Content.Client/Chat/UI/SpeechBubble.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# 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
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#	Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png
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#	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
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#	Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png
#	Resources/Textures/Objects/Storage/boxes.rsi/meta.json
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#	Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png
#	Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png
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#	Resources/Textures/Tiles/attributions.yml
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#	Resources/Textures/Tiles/shuttlered.png
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#	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
2024-03-26 15:52:23 +07:00

292 lines
10 KiB
C#

using System.Numerics;
using Content.Client._White.UserInterface.Controls;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Chat.UI
{
public abstract class SpeechBubble : Control
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] protected readonly IConfigurationManager ConfigManager = default!;
public enum SpeechType : byte
{
Emote,
Say,
Whisper,
Looc
}
/// <summary>
/// The total time a speech bubble stays on screen.
/// </summary>
private const float TotalTime = 4;
/// <summary>
/// The amount of time at the end of the bubble's life at which it starts fading.
/// </summary>
private const float FadeTime = 0.25f;
/// <summary>
/// The distance in world space to offset the speech bubble from the center of the entity.
/// i.e. greater -> higher above the mob's head.
/// </summary>
private const float EntityVerticalOffset = 0.5f;
/// <summary>
/// The default maximum width for speech bubbles.
/// </summary>
public const float SpeechMaxWidth = 256;
private readonly EntityUid _senderEntity;
private float _timeLeft = TotalTime;
public float VerticalOffset { get; set; }
private float _verticalOffsetAchieved;
public Vector2 ContentSize { get; private set; }
// man down
public event Action<EntityUid, SpeechBubble>? OnDied;
public static SpeechBubble CreateSpeechBubble(SpeechType type, ChatMessage message, EntityUid senderEntity)
{
switch (type)
{
case SpeechType.Emote:
return new TextSpeechBubble(message, senderEntity, "emoteBox");
case SpeechType.Say:
return new FancyTextSpeechBubble(message, senderEntity, "sayBox");
case SpeechType.Whisper:
return new FancyTextSpeechBubble(message, senderEntity, "whisperBox");
case SpeechType.Looc:
return new TextSpeechBubble(message, senderEntity, "emoteBox", Color.FromHex("#48d1cc"));
default:
throw new ArgumentOutOfRangeException();
}
}
public SpeechBubble(ChatMessage message, EntityUid senderEntity, string speechStyleClass, Color? fontColor = null)
{
IoCManager.InjectDependencies(this);
_senderEntity = senderEntity;
// Use text clipping so new messages don't overlap old ones being pushed up.
RectClipContent = true;
var bubble = BuildBubble(message, speechStyleClass, fontColor);
AddChild(bubble);
ForceRunStyleUpdate();
bubble.Measure(Vector2Helpers.Infinity);
ContentSize = bubble.DesiredSize;
_verticalOffsetAchieved = -ContentSize.Y;
}
protected abstract Control BuildBubble(ChatMessage message, string speechStyleClass, Color? fontColor = null);
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
_timeLeft -= args.DeltaSeconds;
if (_entityManager.Deleted(_senderEntity) || _timeLeft <= 0)
{
// Timer spawn to prevent concurrent modification exception.
Timer.Spawn(0, Die);
return;
}
// Lerp to our new vertical offset if it's been modified.
if (MathHelper.CloseToPercent(_verticalOffsetAchieved - VerticalOffset, 0, 0.1))
{
_verticalOffsetAchieved = VerticalOffset;
}
else
{
_verticalOffsetAchieved = MathHelper.Lerp(_verticalOffsetAchieved, VerticalOffset, 10 * args.DeltaSeconds);
}
if (!_entityManager.TryGetComponent<TransformComponent>(_senderEntity, out var xform) || xform.MapID != _eyeManager.CurrentMap)
{
Modulate = Color.White.WithAlpha(0);
return;
}
if (_timeLeft <= FadeTime)
{
// Update alpha if we're fading.
Modulate = Color.White.WithAlpha(_timeLeft / FadeTime);
}
else
{
// Make opaque otherwise, because it might have been hidden before
Modulate = Color.White;
}
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;
}
}
}