Files
Delta-v/Content.Client/UserInterface/Systems/Storage/Controls/ItemGridPiece.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>

---------

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>

---------

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

---------

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

---------

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

---------

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

324 lines
12 KiB
C#

using System.Numerics;
using Content.Client.Items.Systems;
using Content.Shared.Item;
using Content.Shared.Storage;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
namespace Content.Client.UserInterface.Systems.Storage.Controls;
public sealed class ItemGridPiece : Control, IEntityControl
{
private readonly IEntityManager _entityManager;
private readonly StorageUIController _storageController;
private readonly List<(Texture, Vector2)> _texturesPositions = new();
public readonly EntityUid Entity;
public ItemStorageLocation Location;
public ItemGridPieceMarks? Marked;
public event Action<GUIBoundKeyEventArgs, ItemGridPiece>? OnPiecePressed;
public event Action<GUIBoundKeyEventArgs, ItemGridPiece>? OnPieceUnpressed;
#region Textures
private readonly string _centerTexturePath = "Storage/piece_center";
private Texture? _centerTexture;
private readonly string _topTexturePath = "Storage/piece_top";
private Texture? _topTexture;
private readonly string _bottomTexturePath = "Storage/piece_bottom";
private Texture? _bottomTexture;
private readonly string _leftTexturePath = "Storage/piece_left";
private Texture? _leftTexture;
private readonly string _rightTexturePath = "Storage/piece_right";
private Texture? _rightTexture;
private readonly string _topLeftTexturePath = "Storage/piece_topLeft";
private Texture? _topLeftTexture;
private readonly string _topRightTexturePath = "Storage/piece_topRight";
private Texture? _topRightTexture;
private readonly string _bottomLeftTexturePath = "Storage/piece_bottomLeft";
private Texture? _bottomLeftTexture;
private readonly string _bottomRightTexturePath = "Storage/piece_bottomRight";
private Texture? _bottomRightTexture;
private readonly string _markedFirstTexturePath = "Storage/marked_first";
private Texture? _markedFirstTexture;
private readonly string _markedSecondTexturePath = "Storage/marked_second";
private Texture? _markedSecondTexture;
#endregion
public ItemGridPiece(Entity<ItemComponent> entity, ItemStorageLocation location, IEntityManager entityManager)
{
IoCManager.InjectDependencies(this);
_entityManager = entityManager;
_storageController = UserInterfaceManager.GetUIController<StorageUIController>();
Entity = entity.Owner;
Location = location;
Visible = true;
MouseFilter = MouseFilterMode.Stop;
TooltipSupplier = SupplyTooltip;
OnThemeUpdated();
}
private Control? SupplyTooltip(Control sender)
{
if (_storageController.IsDragging)
return null;
return new Tooltip
{
Text = _entityManager.GetComponent<MetaDataComponent>(Entity).EntityName
};
}
protected override void OnThemeUpdated()
{
base.OnThemeUpdated();
_centerTexture = Theme.ResolveTextureOrNull(_centerTexturePath)?.Texture;
_topTexture = Theme.ResolveTextureOrNull(_topTexturePath)?.Texture;
_bottomTexture = Theme.ResolveTextureOrNull(_bottomTexturePath)?.Texture;
_leftTexture = Theme.ResolveTextureOrNull(_leftTexturePath)?.Texture;
_rightTexture = Theme.ResolveTextureOrNull(_rightTexturePath)?.Texture;
_topLeftTexture = Theme.ResolveTextureOrNull(_topLeftTexturePath)?.Texture;
_topRightTexture = Theme.ResolveTextureOrNull(_topRightTexturePath)?.Texture;
_bottomLeftTexture = Theme.ResolveTextureOrNull(_bottomLeftTexturePath)?.Texture;
_bottomRightTexture = Theme.ResolveTextureOrNull(_bottomRightTexturePath)?.Texture;
_markedFirstTexture = Theme.ResolveTextureOrNull(_markedFirstTexturePath)?.Texture;
_markedSecondTexture = Theme.ResolveTextureOrNull(_markedSecondTexturePath)?.Texture;
}
protected override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
// really just an "oh shit" catch.
if (!_entityManager.EntityExists(Entity) || !_entityManager.TryGetComponent<ItemComponent>(Entity, out var itemComponent))
{
Dispose();
return;
}
if (_storageController.IsDragging && _storageController.DraggingGhost?.Entity == Entity &&
_storageController.DraggingGhost != this)
{
return;
}
var adjustedShape = _entityManager.System<ItemSystem>().GetAdjustedItemShape((Entity, itemComponent), Location.Rotation, Vector2i.Zero);
var boundingGrid = adjustedShape.GetBoundingBox();
var size = _centerTexture!.Size * 2 * UIScale;
var hovering = !_storageController.IsDragging && UserInterfaceManager.CurrentlyHovered == this;
//yeah, this coloring is kinda hardcoded. deal with it. B)
Color? colorModulate = hovering ? null : Color.FromHex("#a8a8a8");
var marked = Marked != null;
Vector2i? maybeMarkedPos = null;
_texturesPositions.Clear();
for (var y = boundingGrid.Bottom; y <= boundingGrid.Top; y++)
{
for (var x = boundingGrid.Left; x <= boundingGrid.Right; x++)
{
if (!adjustedShape.Contains(x, y))
continue;
var offset = size * 2 * new Vector2(x - boundingGrid.Left, y - boundingGrid.Bottom);
var topLeft = PixelPosition + offset.Floored();
if (GetTexture(adjustedShape, new Vector2i(x, y), Direction.NorthEast) is {} neTexture)
{
var neOffset = new Vector2(size.X, 0);
handle.DrawTextureRect(neTexture, new UIBox2(topLeft + neOffset, topLeft + neOffset + size), colorModulate);
}
if (GetTexture(adjustedShape, new Vector2i(x, y), Direction.NorthWest) is {} nwTexture)
{
_texturesPositions.Add((nwTexture, Position + offset / UIScale));
handle.DrawTextureRect(nwTexture, new UIBox2(topLeft, topLeft + size), colorModulate);
if (marked && nwTexture == _topLeftTexture)
{
maybeMarkedPos = topLeft;
marked = false;
}
}
if (GetTexture(adjustedShape, new Vector2i(x, y), Direction.SouthEast) is {} seTexture)
{
var seOffset = size;
handle.DrawTextureRect(seTexture, new UIBox2(topLeft + seOffset, topLeft + seOffset + size), colorModulate);
}
if (GetTexture(adjustedShape, new Vector2i(x, y), Direction.SouthWest) is {} swTexture)
{
var swOffset = new Vector2(0, size.Y);
handle.DrawTextureRect(swTexture, new UIBox2(topLeft + swOffset, topLeft + swOffset + size), colorModulate);
}
}
}
// typically you'd divide by two, but since the textures are half a tile, this is done implicitly
var iconOffset = Location.Rotation.RotateVec(itemComponent.StoredOffset) * 2 * UIScale;
var iconPosition = new Vector2(
(boundingGrid.Width + 1) * size.X + iconOffset.X,
(boundingGrid.Height + 1) * size.Y + iconOffset.Y);
var iconRotation = Location.Rotation + Angle.FromDegrees(itemComponent.StoredRotation);
if (itemComponent.StoredSprite is { } storageSprite)
{
var scale = 2 * UIScale;
var sprite = _entityManager.System<SpriteSystem>().Frame0(storageSprite);
var sizeDifference = ((boundingGrid.Size + Vector2i.One) * _centerTexture.Size * 2 - sprite.Size) * UIScale;
var spriteBox = new Box2Rotated(new Box2(0f, sprite.Height * scale, sprite.Width * scale, 0f), -iconRotation, Vector2.Zero);
var root = spriteBox.CalcBoundingBox().BottomLeft;
var pos = PixelPosition * 2
+ (Parent?.GlobalPixelPosition ?? Vector2.Zero)
+ sizeDifference
+ iconOffset;
handle.SetTransform(pos, iconRotation);
var box = new UIBox2(root, root + sprite.Size * scale);
var ev = new BeforeRenderInGridEvent(new Color(255, 255, 255));
_entityManager.EventBus.RaiseLocalEvent(Entity, ev);
handle.DrawTextureRect(sprite, box, ev.Color);
handle.SetTransform(GlobalPixelPosition, Angle.Zero);
}
else
{
_entityManager.System<SpriteSystem>().ForceUpdate(Entity);
handle.DrawEntity(Entity,
PixelPosition + iconPosition,
Vector2.One * 2 * UIScale,
Angle.Zero,
eyeRotation: iconRotation,
overrideDirection: Direction.South);
}
if (maybeMarkedPos is {} markedPos)
{
var markedTexture = Marked switch
{
ItemGridPieceMarks.First => _markedFirstTexture,
ItemGridPieceMarks.Second => _markedSecondTexture,
_ => null,
};
if (markedTexture != null)
{
handle.DrawTextureRect(markedTexture, new UIBox2(markedPos, markedPos + size));
}
}
}
protected override bool HasPoint(Vector2 point)
{
foreach (var (texture, position) in _texturesPositions)
{
if (!new Box2(position, position + texture.Size * 4).Contains(point))
continue;
return true;
}
return false;
}
protected override void KeyBindDown(GUIBoundKeyEventArgs args)
{
base.KeyBindDown(args);
OnPiecePressed?.Invoke(args, this);
}
protected override void KeyBindUp(GUIBoundKeyEventArgs args)
{
base.KeyBindUp(args);
OnPieceUnpressed?.Invoke(args, this);
}
private Texture? GetTexture(IReadOnlyList<Box2i> boxes, Vector2i position, Direction corner)
{
var top = !boxes.Contains(position - Vector2i.Up);
var bottom = !boxes.Contains(position - Vector2i.Down);
var left = !boxes.Contains(position + Vector2i.Left);
var right = !boxes.Contains(position + Vector2i.Right);
switch (corner)
{
case Direction.NorthEast:
if (top && right)
return _topRightTexture;
if (top)
return _topTexture;
if (right)
return _rightTexture;
return _centerTexture;
case Direction.NorthWest:
if (top && left)
return _topLeftTexture;
if (top)
return _topTexture;
if (left)
return _leftTexture;
return _centerTexture;
case Direction.SouthEast:
if (bottom && right)
return _bottomRightTexture;
if (bottom)
return _bottomTexture;
if (right)
return _rightTexture;
return _centerTexture;
case Direction.SouthWest:
if (bottom && left)
return _bottomLeftTexture;
if (bottom)
return _bottomTexture;
if (left)
return _leftTexture;
return _centerTexture;
default:
return null;
}
}
public static Vector2 GetCenterOffset(Entity<ItemComponent?> entity, ItemStorageLocation location, IEntityManager entMan)
{
var boxSize = entMan.System<ItemSystem>().GetAdjustedItemShape(entity, location).GetBoundingBox().Size;
var actualSize = new Vector2(boxSize.X + 1, boxSize.Y + 1);
return actualSize * new Vector2i(8, 8);
}
public EntityUid? UiEntity => Entity;
}
/// <summary>
/// This event gets raised before a sprite gets drawn in a grid and lets to change the sprite color for several gameobjects that have special sprites to render in containers.
/// </summary>
public sealed class BeforeRenderInGridEvent : EntityEventArgs
{
public Color Color { get; set; }
public BeforeRenderInGridEvent(Color color)
{
Color = color;
}
}
public enum ItemGridPieceMarks
{
First,
Second,
}