mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Initial radial menu prototyping for the RCD
* Radial UI buttons can send messages to the server
* Beginning to update RCDSystem
* RCD building system in progress
* Further updates
* Added extra effects, RCDSystem now reads RCD prototype data
* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken
* Added extra functionality to RadialContainers plus documentation
* Fixed localization of RCD UI strings
* Menu opens near cursor, added basic RCD
* Avoiding merge conflict
* Implemented atomized construction / deconstruction rules
* Increased RCD ammo base charges
* Moved input context definition to content
* Removed obsoleted code
* Updates to system
* Switch machine and computer frames for electrical cabling
* Added construction ghosts
* Fixed issue with keybind detection code
* Fixed RCD construction ghost mispredications
* Code clean up
* Updated deconstruction effects
* RCDs effects don't rotate
* Code clean up
* Balancing for ammo counts
* Code clean up
* Added missing localized strings
* More clean up
* Made directional window handling more robust
* Added documentation to radial menus and made them no longer dependent on Content
* Made radial containers more robust
* Further robustness to the radial menu
* The RCD submenu buttons are only shown when the destination layer has at least one children
* Expanded upon deconstructing plus construction balance
* Fixed line endings
* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag
* Bug fixes
* Revert unnecessary change
* Updated RCD strings
* Fixed bug
* More fixes
* Deconstructed tiles/subflooring convert to lattice instead
* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)
* Fixing merge conflict
* Updated airlock assembly
* Fixing merge conflict
* Fixing merge conflict
* More fixing...
* Removed erroneous project file change
* Fixed string handling issue
* Trying to fix merge conflict
* Still fixing merge conflicts
* Balancing
* Hidden RCD construction ghosts when in 'build' mode
* Fixing merge conflict
* Implemented requested changes (Part 1)
* Added more requested changes
* Fix for failed test. Removed sussy null suppression
* Made requested changes - custom construction ghost system was replaced
* Fixing merge conflict
* Fixed merge conflict
* Fixed bug in RCD construction ghost validation
* Fixing merge conflict
* Merge conflict fixed
* Made required update
* Removed lingering RCD deconstruct tag
* Fixing merge conflict
* Merge conflict fixed
* Made requested changes
* Bug fixes and balancing
* Made string names more consistent
* Can no longer stack catwalks
(cherry picked from commit 02273ca0e7)
256 lines
7.3 KiB
C#
256 lines
7.3 KiB
C#
using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using System.Linq;
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using System.Numerics;
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namespace Content.Client.UserInterface.Controls;
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[Virtual]
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public class RadialMenu : BaseWindow
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{
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/// <summary>
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/// Contextual button used to traverse through previous layers of the radial menu
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/// </summary>
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public TextureButton? ContextualButton { get; set; }
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/// <summary>
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/// Set a style class to be applied to the contextual button when it is set to move the user back through previous layers of the radial menu
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/// </summary>
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public string? BackButtonStyleClass
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{
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get
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{
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return _backButtonStyleClass;
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}
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set
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{
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_backButtonStyleClass = value;
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if (_path.Count > 0 && ContextualButton != null && _backButtonStyleClass != null)
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ContextualButton.SetOnlyStyleClass(_backButtonStyleClass);
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}
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}
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/// <summary>
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/// Set a style class to be applied to the contextual button when it will close the radial menu
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/// </summary>
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public string? CloseButtonStyleClass
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{
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get
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{
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return _closeButtonStyleClass;
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}
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set
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{
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_closeButtonStyleClass = value;
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if (_path.Count == 0 && ContextualButton != null && _closeButtonStyleClass != null)
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ContextualButton.SetOnlyStyleClass(_closeButtonStyleClass);
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}
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}
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private List<Control> _path = new();
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private string? _backButtonStyleClass;
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private string? _closeButtonStyleClass;
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/// <summary>
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/// A free floating menu which enables the quick display of one or more radial containers
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/// </summary>
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/// <remarks>
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/// Only one radial container is visible at a time (each container forming a separate 'layer' within
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/// the menu), along with a contextual button at the menu center, which will either return the user
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/// to the previous layer or close the menu if there are no previous layers left to traverse.
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/// To create a functional radial menu, simply parent one or more named radial containers to it,
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/// and populate the radial containers with RadialMenuButtons. Setting the TargetLayer field of these
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/// buttons to the name of a radial conatiner will display the container in question to the user
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/// whenever it is clicked in additon to any other actions assigned to the button
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/// </remarks>
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public RadialMenu()
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{
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// Hide all starting children (if any) except the first (this is the active layer)
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if (ChildCount > 1)
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{
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for (int i = 1; i < ChildCount; i++)
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GetChild(i).Visible = false;
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}
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// Auto generate a contextual button for moving back through visited layers
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ContextualButton = new TextureButton()
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{
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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SetSize = new Vector2(64f, 64f),
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};
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ContextualButton.OnButtonUp += _ => ReturnToPreviousLayer();
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AddChild(ContextualButton);
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// Hide any further add children, unless its promoted to the active layer
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OnChildAdded += child => child.Visible = (GetCurrentActiveLayer() == child);
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}
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private Control? GetCurrentActiveLayer()
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{
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var children = Children.Where(x => x != ContextualButton);
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if (!children.Any())
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return null;
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return children.First(x => x.Visible);
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}
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public bool TryToMoveToNewLayer(string newLayer)
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{
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if (newLayer == string.Empty)
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return false;
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var currentLayer = GetCurrentActiveLayer();
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if (currentLayer == null)
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return false;
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var result = false;
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foreach (var child in Children)
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{
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if (child == ContextualButton)
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continue;
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// Hide layers which are not of interest
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if (result == true || child.Name != newLayer)
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{
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child.Visible = false;
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}
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// Show the layer of interest
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else
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{
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child.Visible = true;
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result = true;
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}
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}
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// Update the traversal path
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if (result)
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_path.Add(currentLayer);
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// Set the style class of the button
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if (_path.Count > 0 && ContextualButton != null && BackButtonStyleClass != null)
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ContextualButton.SetOnlyStyleClass(BackButtonStyleClass);
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return result;
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}
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public void ReturnToPreviousLayer()
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{
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// Close the menu if the traversal path is empty
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if (_path.Count == 0)
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{
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Close();
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return;
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}
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var lastChild = _path[^1];
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// Hide all children except the contextual button
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foreach (var child in Children)
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{
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if (child != ContextualButton)
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child.Visible = false;
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}
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// Make the last visited layer visible, update the path list
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lastChild.Visible = true;
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_path.RemoveAt(_path.Count - 1);
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// Set the style class of the button
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if (_path.Count == 0 && ContextualButton != null && CloseButtonStyleClass != null)
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ContextualButton.SetOnlyStyleClass(CloseButtonStyleClass);
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}
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}
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[Virtual]
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public class RadialMenuButton : Button
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{
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/// <summary>
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/// Upon clicking this button the radial menu will transition to the named layer
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/// </summary>
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public string? TargetLayer { get; set; }
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/// <summary>
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/// A simple button that can move the user to a different layer within a radial menu
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/// </summary>
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public RadialMenuButton()
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{
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OnButtonUp += OnClicked;
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}
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private void OnClicked(ButtonEventArgs args)
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{
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if (TargetLayer == null || TargetLayer == string.Empty)
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return;
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var parent = FindParentMultiLayerContainer(this);
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if (parent == null)
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return;
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parent.TryToMoveToNewLayer(TargetLayer);
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}
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private RadialMenu? FindParentMultiLayerContainer(Control control)
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{
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foreach (var ancestor in control.GetSelfAndLogicalAncestors())
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{
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if (ancestor is RadialMenu)
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return ancestor as RadialMenu;
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}
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return null;
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}
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}
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[Virtual]
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public class RadialMenuTextureButton : TextureButton
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{
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/// <summary>
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/// Upon clicking this button the radial menu will be moved to the named layer
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/// </summary>
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public string TargetLayer { get; set; } = string.Empty;
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/// <summary>
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/// A simple texture button that can move the user to a different layer within a radial menu
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/// </summary>
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public RadialMenuTextureButton()
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{
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OnButtonUp += OnClicked;
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}
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private void OnClicked(ButtonEventArgs args)
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{
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if (TargetLayer == string.Empty)
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return;
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var parent = FindParentMultiLayerContainer(this);
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if (parent == null)
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return;
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parent.TryToMoveToNewLayer(TargetLayer);
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}
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private RadialMenu? FindParentMultiLayerContainer(Control control)
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{
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foreach (var ancestor in control.GetSelfAndLogicalAncestors())
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{
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if (ancestor is RadialMenu)
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return ancestor as RadialMenu;
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}
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return null;
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}
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}
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