mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-10 00:07:27 +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...
242 lines
7.7 KiB
C#
242 lines
7.7 KiB
C#
using System.Numerics;
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using Content.Client.Message;
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using Content.Client.Resources;
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using Content.Client.Stylesheets;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.EntitySystems;
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using Content.Shared.Timing;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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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.CustomControls;
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using Robust.Shared.Timing;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.UserInterface.Systems.Atmos.GasTank;
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public sealed class GasTankWindow
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: BaseWindow
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IResourceCache _cache = default!;
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private readonly RichTextLabel _lblPressure;
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private readonly FloatSpinBox _spbPressure;
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private readonly RichTextLabel _lblInternals;
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private readonly Button _btnInternals;
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private readonly Label _topLabel;
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public EntityUid Entity;
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public event Action<float>? OnOutputPressure;
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public event Action? OnToggleInternals;
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public GasTankWindow()
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{
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IoCManager.InjectDependencies(this);
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Control contentContainer;
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BoxContainer topContainer;
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TextureButton btnClose;
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var rootContainer = new LayoutContainer { Name = "GasTankRoot" };
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AddChild(rootContainer);
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MouseFilter = MouseFilterMode.Stop;
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var panelTex = _cache.GetTexture("/Textures/Interface/Nano/button.svg.96dpi.png");
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var back = new StyleBoxTexture
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{
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Texture = panelTex,
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Modulate = Color.FromHex("#25252A"),
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};
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back.SetPatchMargin(StyleBox.Margin.All, 10);
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var topPanel = new PanelContainer
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{
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PanelOverride = back,
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MouseFilter = MouseFilterMode.Pass
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};
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var bottomWrap = new LayoutContainer
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{
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Name = "BottomWrap"
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};
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rootContainer.AddChild(topPanel);
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rootContainer.AddChild(bottomWrap);
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LayoutContainer.SetAnchorPreset(topPanel, LayoutContainer.LayoutPreset.Wide);
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LayoutContainer.SetMarginBottom(topPanel, -85);
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LayoutContainer.SetAnchorPreset(bottomWrap, LayoutContainer.LayoutPreset.VerticalCenterWide);
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LayoutContainer.SetGrowHorizontal(bottomWrap, LayoutContainer.GrowDirection.Both);
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var topContainerWrap = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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Children =
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{
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(topContainer = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical
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}),
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new Control {MinSize = new Vector2(0, 110)}
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}
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};
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rootContainer.AddChild(topContainerWrap);
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LayoutContainer.SetAnchorPreset(topContainerWrap, LayoutContainer.LayoutPreset.Wide);
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var font = _cache.GetFont("/Fonts/Boxfont-round/Boxfont Round.ttf", 13);
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_topLabel = new Label
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{
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FontOverride = font,
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FontColorOverride = StyleNano.NanoGold,
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VerticalAlignment = VAlignment.Center,
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HorizontalExpand = true,
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HorizontalAlignment = HAlignment.Left,
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Margin = new Thickness(0, 0, 20, 0),
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};
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var topRow = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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Margin = new Thickness(4, 2, 12, 2),
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Children =
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{
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_topLabel,
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(btnClose = new TextureButton
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{
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StyleClasses = {DefaultWindow.StyleClassWindowCloseButton},
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VerticalAlignment = VAlignment.Center
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})
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}
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};
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var middle = new PanelContainer
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{
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PanelOverride = new StyleBoxFlat { BackgroundColor = Color.FromHex("#202025") },
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Children =
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{
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(contentContainer = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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Margin = new Thickness(8, 4),
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})
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}
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};
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topContainer.AddChild(topRow);
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topContainer.AddChild(new PanelContainer
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{
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MinSize = new Vector2(0, 2),
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PanelOverride = new StyleBoxFlat { BackgroundColor = Color.FromHex("#525252ff") }
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});
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topContainer.AddChild(middle);
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topContainer.AddChild(new PanelContainer
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{
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MinSize = new Vector2(0, 2),
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PanelOverride = new StyleBoxFlat { BackgroundColor = Color.FromHex("#525252ff") }
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});
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_lblPressure = new RichTextLabel();
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contentContainer.AddChild(_lblPressure);
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//internals
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_lblInternals = new RichTextLabel
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{ MinSize = new Vector2(200, 0), VerticalAlignment = VAlignment.Center };
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_btnInternals = new Button { Text = Loc.GetString("gas-tank-window-internals-toggle-button") };
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contentContainer.AddChild(
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new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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Margin = new Thickness(0, 7, 0, 0),
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Children = { _lblInternals, _btnInternals }
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});
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// Separator
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contentContainer.AddChild(new Control
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{
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MinSize = new Vector2(0, 10)
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});
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contentContainer.AddChild(new Label
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{
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Text = Loc.GetString("gas-tank-window-output-pressure-label"),
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Align = Label.AlignMode.Center
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});
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_spbPressure = new FloatSpinBox
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{
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IsValid = f => f >= 0 || f <= 3000,
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Margin = new Thickness(25, 0, 25, 7)
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};
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contentContainer.AddChild(_spbPressure);
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// Handlers
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_spbPressure.OnValueChanged += args =>
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{
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OnOutputPressure?.Invoke(args.Value);
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};
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_btnInternals.OnPressed += args =>
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{
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OnToggleInternals?.Invoke();
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};
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btnClose.OnPressed += _ => Close();
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}
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public void SetTitle(string name)
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{
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_topLabel.Text = name;
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}
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public void UpdateState(GasTankBoundUserInterfaceState state)
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{
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_lblPressure.SetMarkup(Loc.GetString("gas-tank-window-tank-pressure-text", ("tankPressure", $"{state.TankPressure:0.##}")));
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}
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public void Update(bool canConnectInternals, bool internalsConnected, float outputPressure)
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{
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_btnInternals.Disabled = !canConnectInternals;
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_lblInternals.SetMarkup(Loc.GetString("gas-tank-window-internal-text",
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("status", Loc.GetString(internalsConnected ? "gas-tank-window-internal-connected" : "gas-tank-window-internal-disconnected"))));
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if (!_spbPressure.HasKeyboardFocus())
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// Don't update release pressure if we're currently editing it
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_spbPressure.Value = outputPressure;
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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// Easier than managing state on any ent changes. Previously this was just ticked on server's GasTankSystem.
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if (_entManager.TryGetComponent(Entity, out GasTankComponent? tank))
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{
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var canConnectInternals = _entManager.System<SharedGasTankSystem>().CanConnectToInternals((Entity, tank));
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_btnInternals.Disabled = !canConnectInternals;
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}
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if (!_btnInternals.Disabled)
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{
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_btnInternals.Disabled = _entManager.System<UseDelaySystem>().IsDelayed(Entity, id: SharedGasTankSystem.GasTankDelay);
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}
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}
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protected override DragMode GetDragModeFor(Vector2 relativeMousePos)
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{
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return DragMode.Move;
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}
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protected override bool HasPoint(Vector2 point)
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{
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return false;
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}
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}
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