Files
Delta-v/Content.Client/NetworkConfigurator/NetworkConfiguratorLinkMenu.xaml.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

227 lines
7.7 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Client.UserInterface.Controls;
using Content.Shared.DeviceLinking;
using Content.Shared.DeviceNetwork;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
namespace Content.Client.NetworkConfigurator;
[GenerateTypedNameReferences]
public sealed partial class NetworkConfiguratorLinkMenu : FancyWindow
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private const string PanelBgColor = "#202023";
private readonly LinksRender _links;
private readonly List<SourcePortPrototype> _sources = new();
private readonly List<SinkPortPrototype> _sinks = new();
private (ButtonPosition position, string id, int index)? _selectedButton;
private List<(string left, string right)>? _defaults;
public event Action? OnClearLinks;
public event Action<string, string>? OnToggleLink;
public event Action<List<(string left, string right)>>? OnLinkDefaults;
public NetworkConfiguratorLinkMenu()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
var footerStyleBox = new StyleBoxFlat()
{
BorderThickness = new Thickness(0, 2, 0, 0),
BorderColor = Color.FromHex("#5A5A5A")
};
FooterPanel.PanelOverride = footerStyleBox;
MainPanel.PanelOverride = new StyleBoxFlat(Color.FromHex(PanelBgColor));
ButtonClear.AddStyleClass("ButtonColorRed");
ButtonLinkDefault.Disabled = true;
_links = new LinksRender(ButtonContainerLeft, ButtonContainerRight);
_links.VerticalExpand = true;
MiddleContainer.AddChild(_links);
ButtonOk.OnPressed += _ => Close();
ButtonLinkDefault.OnPressed += _ => LinkDefaults();
ButtonClear.OnPressed += _ => OnClearLinks?.Invoke();
}
public void UpdateState(DeviceLinkUserInterfaceState linkState)
{
ButtonContainerLeft.RemoveAllChildren();
ButtonContainerRight.RemoveAllChildren();
_sources.Clear();
_sources.AddRange(linkState.Sources.Select(s => _prototypeManager.Index(s)));
_links.SourceButtons.Clear();
var i = 0;
foreach (var source in _sources)
{
var button = CreateButton(ButtonPosition.Left, source.Name, source.Description, source.ID, i);
ButtonContainerLeft.AddChild(button);
_links.SourceButtons.Add(source.ID, button);
i++;
}
_sinks.Clear();
_sinks.AddRange(linkState.Sinks.Select(s => _prototypeManager.Index(s)));
_links.SinkButtons.Clear();
i = 0;
foreach (var sink in _sinks)
{
var button = CreateButton(ButtonPosition.Right, sink.Name, sink.Description, sink.ID, i);
ButtonContainerRight.AddChild(button);
_links.SinkButtons.Add(sink.ID, button);
i++;
}
_links.Links.Clear();
_links.Links.AddRange(linkState.Links);
_defaults = linkState.Defaults;
ButtonLinkDefault.Disabled = _defaults == default;
FromAddressLabel.Text = linkState.SourceAddress;
ToAddressLabel.Text = linkState.SinkAddress;
}
private void LinkDefaults()
{
if (_defaults == default)
return;
OnLinkDefaults?.Invoke(_defaults);
}
private Button CreateButton(ButtonPosition position, string name, string description, string id, int index)
{
var button = new Button();
button.AddStyleClass("OpenBoth");
button.Text = Loc.GetString(name);
button.ToolTip = Loc.GetString(description);
button.ToggleMode = true;
button.OnPressed += args => OnButtonPressed(args, position, id, index);
return button;
}
private void OnButtonPressed(BaseButton.ButtonEventArgs args, ButtonPosition position, string id, int index)
{
var key = (position, id, index);
if (_selectedButton == key)
{
args.Button.Pressed = false;
_selectedButton = null;
return;
}
if (!_selectedButton.HasValue)
{
args.Button.Pressed = true;
_selectedButton = key;
return;
}
if (_selectedButton.Value.position == position)
{
args.Button.Pressed = false;
return;
}
var left = _selectedButton.Value.position == ButtonPosition.Left ? _selectedButton.Value.id : id;
var right = _selectedButton.Value.position == ButtonPosition.Left ? id : _selectedButton.Value.id;
OnToggleLink?.Invoke(left, right);
args.Button.Pressed = false;
var container = _selectedButton.Value.position == ButtonPosition.Left ? ButtonContainerLeft : ButtonContainerRight;
if (container.GetChild(_selectedButton.Value.index) is Button button)
button.Pressed = false;
_selectedButton = null;
}
private enum ButtonPosition
{
Left,
Right
}
/// <summary>
/// Draws lines between linked ports using bezier curve calculated with polynomial coefficients
/// See: https://youtu.be/jvPPXbo87ds?t=351
/// </summary>
private sealed class LinksRender : Control
{
public readonly List<(ProtoId<SourcePortPrototype>, ProtoId<SinkPortPrototype>)> Links = new();
public readonly Dictionary<string, Button> SourceButtons = new();
public readonly Dictionary<string, Button> SinkButtons = new();
private readonly BoxContainer _leftButtonContainer;
private readonly BoxContainer _rightButtonContainer;
public LinksRender(BoxContainer leftButtonContainer, BoxContainer rightButtonContainer)
{
_leftButtonContainer = leftButtonContainer;
_rightButtonContainer = rightButtonContainer;
}
protected override void Draw(DrawingHandleScreen handle)
{
foreach (var (left, right) in Links)
{
if (!SourceButtons.TryGetValue(left, out var leftChild) || !SinkButtons.TryGetValue(right, out var rightChild))
continue;
var leftOffset = _leftButtonContainer.PixelPosition.Y;
var rightOffset = _rightButtonContainer.PixelPosition.Y;
var y1 = leftChild.PixelPosition.Y + leftChild.PixelHeight / 2 + leftOffset;
var y2 = rightChild.PixelPosition.Y + rightChild.PixelHeight / 2 + rightOffset;
if (left == right)
{
handle.DrawLine(new Vector2(0, y1), new Vector2(PixelWidth, y2), Color.Cyan);
continue;
}
var controls = new List<Vector2>
{
new(0, y1),
new(30, y1),
new(PixelWidth - 30, y2),
new(PixelWidth, y2),
};
//Calculate coefficients
var c0 = controls[0];
var c1 = controls[0] * -3 + controls[1] * 3;
var c2 = controls[0] * 3 + controls[1] * -6 + controls[2] * 3;
var c3 = controls[0] * -1 + controls[1] * 3 + controls[2] * -3 + controls[3];
var points = new List<Vector2>();
//Calculate points using coefficients
for (float t = 0; t <= 1; t += 0.0001f)
{
var point = c0 + c1 * t + c2 * (t * t) + c3 * (t * t * t);
points.Add(point);
}
handle.DrawPrimitives(DrawPrimitiveTopology.LineStrip, points.ToArray(), Color.Cyan);
}
}
}
}