Files
Delta-v/Content.Client/UserInterface/Systems/Atmos/GasTank/GasTankWindow.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

---------

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

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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

242 lines
7.7 KiB
C#

using System.Numerics;
using Content.Client.Message;
using Content.Client.Resources;
using Content.Client.Stylesheets;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.Timing;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Timing;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Content.Client.UserInterface.Systems.Atmos.GasTank;
public sealed class GasTankWindow
: BaseWindow
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IResourceCache _cache = default!;
private readonly RichTextLabel _lblPressure;
private readonly FloatSpinBox _spbPressure;
private readonly RichTextLabel _lblInternals;
private readonly Button _btnInternals;
private readonly Label _topLabel;
public EntityUid Entity;
public event Action<float>? OnOutputPressure;
public event Action? OnToggleInternals;
public GasTankWindow()
{
IoCManager.InjectDependencies(this);
Control contentContainer;
BoxContainer topContainer;
TextureButton btnClose;
var rootContainer = new LayoutContainer { Name = "GasTankRoot" };
AddChild(rootContainer);
MouseFilter = MouseFilterMode.Stop;
var panelTex = _cache.GetTexture("/Textures/Interface/Nano/button.svg.96dpi.png");
var back = new StyleBoxTexture
{
Texture = panelTex,
Modulate = Color.FromHex("#25252A"),
};
back.SetPatchMargin(StyleBox.Margin.All, 10);
var topPanel = new PanelContainer
{
PanelOverride = back,
MouseFilter = MouseFilterMode.Pass
};
var bottomWrap = new LayoutContainer
{
Name = "BottomWrap"
};
rootContainer.AddChild(topPanel);
rootContainer.AddChild(bottomWrap);
LayoutContainer.SetAnchorPreset(topPanel, LayoutContainer.LayoutPreset.Wide);
LayoutContainer.SetMarginBottom(topPanel, -85);
LayoutContainer.SetAnchorPreset(bottomWrap, LayoutContainer.LayoutPreset.VerticalCenterWide);
LayoutContainer.SetGrowHorizontal(bottomWrap, LayoutContainer.GrowDirection.Both);
var topContainerWrap = new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
Children =
{
(topContainer = new BoxContainer
{
Orientation = LayoutOrientation.Vertical
}),
new Control {MinSize = new Vector2(0, 110)}
}
};
rootContainer.AddChild(topContainerWrap);
LayoutContainer.SetAnchorPreset(topContainerWrap, LayoutContainer.LayoutPreset.Wide);
var font = _cache.GetFont("/Fonts/Boxfont-round/Boxfont Round.ttf", 13);
_topLabel = new Label
{
FontOverride = font,
FontColorOverride = StyleNano.NanoGold,
VerticalAlignment = VAlignment.Center,
HorizontalExpand = true,
HorizontalAlignment = HAlignment.Left,
Margin = new Thickness(0, 0, 20, 0),
};
var topRow = new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
Margin = new Thickness(4, 2, 12, 2),
Children =
{
_topLabel,
(btnClose = new TextureButton
{
StyleClasses = {DefaultWindow.StyleClassWindowCloseButton},
VerticalAlignment = VAlignment.Center
})
}
};
var middle = new PanelContainer
{
PanelOverride = new StyleBoxFlat { BackgroundColor = Color.FromHex("#202025") },
Children =
{
(contentContainer = new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
Margin = new Thickness(8, 4),
})
}
};
topContainer.AddChild(topRow);
topContainer.AddChild(new PanelContainer
{
MinSize = new Vector2(0, 2),
PanelOverride = new StyleBoxFlat { BackgroundColor = Color.FromHex("#525252ff") }
});
topContainer.AddChild(middle);
topContainer.AddChild(new PanelContainer
{
MinSize = new Vector2(0, 2),
PanelOverride = new StyleBoxFlat { BackgroundColor = Color.FromHex("#525252ff") }
});
_lblPressure = new RichTextLabel();
contentContainer.AddChild(_lblPressure);
//internals
_lblInternals = new RichTextLabel
{ MinSize = new Vector2(200, 0), VerticalAlignment = VAlignment.Center };
_btnInternals = new Button { Text = Loc.GetString("gas-tank-window-internals-toggle-button") };
contentContainer.AddChild(
new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
Margin = new Thickness(0, 7, 0, 0),
Children = { _lblInternals, _btnInternals }
});
// Separator
contentContainer.AddChild(new Control
{
MinSize = new Vector2(0, 10)
});
contentContainer.AddChild(new Label
{
Text = Loc.GetString("gas-tank-window-output-pressure-label"),
Align = Label.AlignMode.Center
});
_spbPressure = new FloatSpinBox
{
IsValid = f => f >= 0 || f <= 3000,
Margin = new Thickness(25, 0, 25, 7)
};
contentContainer.AddChild(_spbPressure);
// Handlers
_spbPressure.OnValueChanged += args =>
{
OnOutputPressure?.Invoke(args.Value);
};
_btnInternals.OnPressed += args =>
{
OnToggleInternals?.Invoke();
};
btnClose.OnPressed += _ => Close();
}
public void SetTitle(string name)
{
_topLabel.Text = name;
}
public void UpdateState(GasTankBoundUserInterfaceState state)
{
_lblPressure.SetMarkup(Loc.GetString("gas-tank-window-tank-pressure-text", ("tankPressure", $"{state.TankPressure:0.##}")));
}
public void Update(bool canConnectInternals, bool internalsConnected, float outputPressure)
{
_btnInternals.Disabled = !canConnectInternals;
_lblInternals.SetMarkup(Loc.GetString("gas-tank-window-internal-text",
("status", Loc.GetString(internalsConnected ? "gas-tank-window-internal-connected" : "gas-tank-window-internal-disconnected"))));
if (!_spbPressure.HasKeyboardFocus())
// Don't update release pressure if we're currently editing it
_spbPressure.Value = outputPressure;
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
// Easier than managing state on any ent changes. Previously this was just ticked on server's GasTankSystem.
if (_entManager.TryGetComponent(Entity, out GasTankComponent? tank))
{
var canConnectInternals = _entManager.System<SharedGasTankSystem>().CanConnectToInternals((Entity, tank));
_btnInternals.Disabled = !canConnectInternals;
}
if (!_btnInternals.Disabled)
{
_btnInternals.Disabled = _entManager.System<UseDelaySystem>().IsDelayed(Entity, id: SharedGasTankSystem.GasTankDelay);
}
}
protected override DragMode GetDragModeFor(Vector2 relativeMousePos)
{
return DragMode.Move;
}
protected override bool HasPoint(Vector2 point)
{
return false;
}
}