mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-10 08:17:31 +00:00
* 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...
304 lines
10 KiB
C#
304 lines
10 KiB
C#
using Content.Client.UserInterface.Systems.Chat.Controls;
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using Content.Shared._EE.CCVars; // EE - chat stacking
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using Content.Shared.Chat;
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using Content.Shared.Input;
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using Robust.Client.Audio;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Input;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.LineEdit;
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namespace Content.Client.UserInterface.Systems.Chat.Widgets;
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[GenerateTypedNameReferences]
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[Virtual]
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public partial class ChatBox : UIWidget
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly ILogManager _log = default!;
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private readonly ISawmill _sawmill;
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private readonly ChatUIController _controller;
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[Dependency] private readonly IConfigurationManager _cfg = default!; // EE - Chat stacking
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[Dependency] private readonly ILocalizationManager _loc = default!; // EE - Chat stacking
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public bool Main { get; set; }
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public ChatSelectChannel SelectedChannel => ChatInput.ChannelSelector.SelectedChannel;
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// EE - Chat stacking
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private int _chatStackAmount = 0;
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private bool ChatStackEnabled => _chatStackAmount > 0;
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private List<ChatStackData> _chatStackList;
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// End EE - Chat stacking
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public ChatBox()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_sawmill = _log.GetSawmill("chat");
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ChatInput.Input.OnTextEntered += OnTextEntered;
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ChatInput.Input.OnKeyBindDown += OnInputKeyBindDown;
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ChatInput.Input.OnTextChanged += OnTextChanged;
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ChatInput.Input.OnFocusEnter += OnFocusEnter;
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ChatInput.Input.OnFocusExit += OnFocusExit;
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ChatInput.ChannelSelector.OnChannelSelect += OnChannelSelect;
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ChatInput.FilterButton.Popup.OnChannelFilter += OnChannelFilter;
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ChatInput.FilterButton.Popup.OnNewHighlights += OnNewHighlights; // DeltaV - Message highlighting
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_controller = UserInterfaceManager.GetUIController<ChatUIController>();
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_controller.OnAutoHighlightsUpdated += ChatInput.FilterButton.Popup.SetAutoHighlights; // DeltaV - Message highlighting
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_controller.MessageAdded += OnMessageAdded;
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_controller.RegisterChat(this);
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// EE - Chat stacking
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_chatStackList = new List<ChatStackData>(_chatStackAmount);
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_cfg.OnValueChanged(EECVars.ChatStackLastLines, UpdateChatStack, true);
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// End EE - Chat stacking
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}
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// EE - Chat stacking
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private void UpdateChatStack(int value)
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{
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_chatStackAmount = value >= 0 ? value : 0;
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Repopulate();
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}
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private void OnTextEntered(LineEditEventArgs args)
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{
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_controller.SendMessage(this, SelectedChannel);
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}
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private void OnMessageAdded(ChatMessage msg)
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{
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_sawmill.Debug($"{msg.Channel}: {msg.Message}");
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if (!ChatInput.FilterButton.Popup.IsActive(msg.Channel))
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{
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return;
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}
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if (msg is { Read: false, AudioPath: { } })
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_entManager.System<AudioSystem>().PlayGlobal(msg.AudioPath, Filter.Local(), false, AudioParams.Default.WithVolume(msg.AudioVolume));
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msg.Read = true;
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var color = msg.MessageColorOverride ?? msg.Channel.TextColor();
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// EE - Chat stacking
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var index = _chatStackList.FindIndex(data => data.WrappedMessage == msg.WrappedMessage);
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if (index == -1) // this also handles chatstack being disabled, since FindIndex won't find anything in an empty array
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{
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TrackNewMessage(msg.WrappedMessage, color);
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AddLine(msg.WrappedMessage, color);
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return;
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}
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UpdateRepeatingLine(index);
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// End EE - Chat stacking
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}
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/// <summary>
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/// Removing and then adding instantly nudges the chat window up before slowly dragging it back down, which makes the whole chat log shake.
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/// With rapid enough updates, the whole chat becomes unreadable.
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/// Adding first and then removing does not produce any visual effects.
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/// The other option is to duplicate OutputPanel functionality and everything internal to the engine it relies on.
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/// But OutputPanel relies on directly setting Control.Position for control embedding. (which is not exposed to Content.)
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/// Thanks robustengine, very cool.
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/// </summary>
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/// <remarks>
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/// zero index is the very last line in chat, 1 is the line before the last one, 2 is the line before that, etc.
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/// </remarks>
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// EE - Chat stacking
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private void UpdateRepeatingLine(int index)
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{
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_chatStackList[index].RepeatCount++;
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for (var i = index; i >= 0; i--)
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{
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var data = _chatStackList[i];
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AddLine(data.WrappedMessage, data.ColorOverride, data.RepeatCount);
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Contents.RemoveEntry(Index.FromEnd(index + 2));
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}
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}
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// EE - Chat stacking
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private void TrackNewMessage(string wrappedMessage, Color colorOverride)
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{
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if (!ChatStackEnabled)
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return;
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if (_chatStackList.Count == _chatStackList.Capacity)
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_chatStackList.RemoveAt(_chatStackList.Capacity - 1);
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_chatStackList.Insert(0, new ChatStackData(wrappedMessage, colorOverride));
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}
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private void OnChannelSelect(ChatSelectChannel channel)
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{
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_controller.UpdateSelectedChannel(this);
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}
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public void Repopulate()
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{
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Contents.Clear();
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_chatStackList = new List<ChatStackData>(_chatStackAmount); // EE - Chat stacking
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foreach (var message in _controller.History)
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{
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OnMessageAdded(message.Item2);
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}
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}
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private void OnChannelFilter(ChatChannel channel, bool active)
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{
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Contents.Clear();
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foreach (var message in _controller.History)
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{
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OnMessageAdded(message.Item2);
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}
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if (active)
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{
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_controller.ClearUnfilteredUnreads(channel);
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}
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}
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public void AddLine(string message, Color color, int repeat = 0) // EE - Chat stacking - repeat
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{
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var formatted = new FormattedMessage(4); // EE - Chat stacking - up from 3
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formatted.PushColor(color);
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formatted.AddMarkupOrThrow(message);
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formatted.Pop();
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// EE - Chat stacking
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if (repeat != 0)
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{
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var displayRepeat = repeat + 1;
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var sizeIncrease = Math.Min(displayRepeat / 6, 5);
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formatted.AddMarkupOrThrow(_loc.GetString("chat-system-repeated-message-counter",
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("count", displayRepeat),
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("size", 8 + sizeIncrease)
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));
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}
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// End EE - Chat stacking
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Contents.AddMessage(formatted);
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}
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public void Focus(ChatSelectChannel? channel = null)
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{
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var input = ChatInput.Input;
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var selectStart = Index.End;
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if (channel != null)
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ChatInput.ChannelSelector.Select(channel.Value);
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input.IgnoreNext = true;
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input.GrabKeyboardFocus();
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input.CursorPosition = input.Text.Length;
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input.SelectionStart = selectStart.GetOffset(input.Text.Length);
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}
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public void CycleChatChannel(bool forward)
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{
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var idx = Array.IndexOf(ChannelSelectorPopup.ChannelSelectorOrder, SelectedChannel);
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do
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{
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// go over every channel until we find one we can actually select.
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idx += forward ? 1 : -1;
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idx = MathHelper.Mod(idx, ChannelSelectorPopup.ChannelSelectorOrder.Length);
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} while ((_controller.SelectableChannels & ChannelSelectorPopup.ChannelSelectorOrder[idx]) == 0);
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SafelySelectChannel(ChannelSelectorPopup.ChannelSelectorOrder[idx]);
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}
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public void SafelySelectChannel(ChatSelectChannel toSelect)
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{
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toSelect = _controller.MapLocalIfGhost(toSelect);
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if ((_controller.SelectableChannels & toSelect) == 0)
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return;
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ChatInput.ChannelSelector.Select(toSelect);
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}
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private void OnInputKeyBindDown(GUIBoundKeyEventArgs args)
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{
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if (args.Function == EngineKeyFunctions.TextReleaseFocus)
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{
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ChatInput.Input.ReleaseKeyboardFocus();
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ChatInput.Input.Clear();
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args.Handle();
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return;
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}
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if (args.Function == ContentKeyFunctions.CycleChatChannelForward)
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{
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CycleChatChannel(true);
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args.Handle();
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return;
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}
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if (args.Function == ContentKeyFunctions.CycleChatChannelBackward)
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{
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CycleChatChannel(false);
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args.Handle();
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}
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}
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private void OnTextChanged(LineEditEventArgs args)
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{
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// Update channel select button to correct channel if we have a prefix.
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_controller.UpdateSelectedChannel(this);
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// Warn typing indicator about change
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_controller.NotifyChatTextChange();
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}
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private void OnFocusEnter(LineEditEventArgs args)
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{
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// Warn typing indicator about focus
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_controller.NotifyChatFocus(true);
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}
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private void OnFocusExit(LineEditEventArgs args)
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{
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// Warn typing indicator about focus
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_controller.NotifyChatFocus(false);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing) return;
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_controller.UnregisterChat(this);
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ChatInput.Input.OnTextEntered -= OnTextEntered;
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ChatInput.Input.OnKeyBindDown -= OnInputKeyBindDown;
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ChatInput.Input.OnTextChanged -= OnTextChanged;
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ChatInput.ChannelSelector.OnChannelSelect -= OnChannelSelect;
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_cfg.UnsubValueChanged(EECVars.ChatStackLastLines, UpdateChatStack); // EE - Chat stacking
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}
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// EE - Chat stacking
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private sealed class ChatStackData
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{
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public string WrappedMessage;
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public Color ColorOverride;
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public int RepeatCount = 0;
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public ChatStackData(string wrappedMessage, Color colorOverride)
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{
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WrappedMessage = wrappedMessage;
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ColorOverride = colorOverride;
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}
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}
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// End EE - Chat stacking
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}
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