# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
367 lines
15 KiB
C#
367 lines
15 KiB
C#
using System.Numerics;
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using Content.Client.RichText;
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using Content.Client._Sunrise.UserInterface.RichText;
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using Content.Shared.Paper;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.CustomControls;
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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.Utility;
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using Robust.Client.UserInterface.RichText;
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using Content.Client.UserInterface.RichText;
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using Robust.Client.GameObjects;
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using Robust.Shared.Input;
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namespace Content.Client.Paper.UI
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{
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[GenerateTypedNameReferences]
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public sealed partial class PaperWindow : BaseWindow
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{
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IResourceCache _resCache = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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private static Color DefaultTextColor = new(25, 25, 25);
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// <summary>
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// Size of resize handles around the paper
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private const int DRAG_MARGIN_SIZE = 16;
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// We keep a reference to the paper content texture that we create
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// so that we can modify it later.
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private StyleBoxTexture _paperContentTex = new();
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// The number of lines that the content image represents.
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// See PaperVisualsComponent.ContentImageNumLines.
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private float _paperContentLineScale = 1.0f;
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// If paper limits the size in one or both axes, it'll affect whether
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// we're able to resize this UI or not. Default to everything enabled:
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private DragMode _allowedResizeModes = ~DragMode.None;
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public event Action<string>? OnSaved;
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private int _MaxInputLength = -1;
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public int MaxInputLength
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{
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get
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{
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return _MaxInputLength;
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}
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set
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{
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_MaxInputLength = value;
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UpdateFillState();
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}
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}
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public PaperWindow()
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{
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IoCManager.InjectDependencies(this);
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RobustXamlLoader.Load(this);
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// We can't configure the RichTextLabel contents from xaml, so do it here:
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BlankPaperIndicator.SetMessage(Loc.GetString("paper-ui-blank-page-message"), null, DefaultTextColor);
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// Hook up the close button:
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CloseButton.OnPressed += _ => Close();
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Input.OnKeyBindDown += args => // Solution while TextEdit don't have events
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{
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if (args.Function == EngineKeyFunctions.MultilineTextSubmit)
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{
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// SaveButton is disabled when we hit the max input limit. Just check
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// that flag instead of trying to calculate the input length again
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if (!SaveButton.Disabled)
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{
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RunOnSaved();
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args.Handle();
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}
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}
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};
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Input.OnTextChanged += args =>
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{
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UpdateFillState();
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};
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SaveButton.OnPressed += _ =>
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{
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RunOnSaved();
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};
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SaveButton.Text = Loc.GetString("paper-ui-save-button",
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("keybind", _inputManager.GetKeyFunctionButtonString(EngineKeyFunctions.MultilineTextSubmit)));
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}
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/// <summary>
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/// Initialize this UI according to <code>visuals</code> Initializes
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/// textures, recalculates sizes, and applies some layout rules.
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/// </summary>
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public void InitVisuals(EntityUid entity, PaperVisualsComponent visuals)
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{
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// Randomize the placement of any stamps based on the entity UID
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// so that there's some variety in different papers.
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StampDisplay.PlacementSeed = (int)entity;
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// Initialize the background:
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PaperBackground.ModulateSelfOverride = visuals.BackgroundModulate;
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var backgroundImage = visuals.BackgroundImagePath != null? _resCache.GetResource<TextureResource>(visuals.BackgroundImagePath) : null;
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if (backgroundImage != null)
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{
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var backgroundImageMode = visuals.BackgroundImageTile ? StyleBoxTexture.StretchMode.Tile : StyleBoxTexture.StretchMode.Stretch;
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var backgroundPatchMargin = visuals.BackgroundPatchMargin;
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PaperBackground.PanelOverride = new StyleBoxTexture
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{
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Texture = backgroundImage,
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TextureScale = visuals.BackgroundScale,
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Mode = backgroundImageMode,
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PatchMarginLeft = backgroundPatchMargin.Left,
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PatchMarginBottom = backgroundPatchMargin.Bottom,
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PatchMarginRight = backgroundPatchMargin.Right,
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PatchMarginTop = backgroundPatchMargin.Top
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};
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}
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else
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{
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PaperBackground.PanelOverride = null;
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}
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// Then the header:
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if (visuals.HeaderImagePath != null)
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{
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HeaderImage.TexturePath = visuals.HeaderImagePath;
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HeaderImage.MinSize = HeaderImage.TextureNormal?.Size ?? Vector2.Zero;
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}
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HeaderImage.ModulateSelfOverride = visuals.HeaderImageModulate;
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HeaderImage.Margin = new Thickness(visuals.HeaderMargin.Left, visuals.HeaderMargin.Top,
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visuals.HeaderMargin.Right, visuals.HeaderMargin.Bottom);
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// Then the footer
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if (visuals.FooterImagePath is {} path)
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{
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FooterImage.TexturePath = path.ToString();
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FooterImage.MinSize = FooterImage.TextureNormal?.Size ?? Vector2.Zero;
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}
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FooterImage.ModulateSelfOverride = visuals.FooterImageModulate;
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FooterImage.Margin = new Thickness(visuals.FooterMargin.Left, visuals.FooterMargin.Top,
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visuals.FooterMargin.Right, visuals.FooterMargin.Bottom);
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PaperContent.ModulateSelfOverride = visuals.ContentImageModulate;
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WrittenTextLabel.ModulateSelfOverride = visuals.FontAccentColor;
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FillStatus.ModulateSelfOverride = visuals.FontAccentColor;
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var contentImage = visuals.ContentImagePath != null ? _resCache.GetResource<TextureResource>(visuals.ContentImagePath) : null;
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if (contentImage != null)
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{
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// Setup the paper content texture, but keep a reference to it, as we can't set
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// some font-related properties here. We'll fix those up later, in Draw()
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_paperContentTex = new StyleBoxTexture
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{
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Texture = contentImage,
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Mode = StyleBoxTexture.StretchMode.Tile,
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};
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PaperContent.PanelOverride = _paperContentTex;
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_paperContentLineScale = visuals.ContentImageNumLines;
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}
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PaperContent.Margin = new Thickness(
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visuals.ContentMargin.Left, visuals.ContentMargin.Top,
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visuals.ContentMargin.Right, visuals.ContentMargin.Bottom);
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if (visuals.MaxWritableArea != null)
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{
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var a = (Vector2)visuals.MaxWritableArea;
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// Paper has requested that this has a maximum area that you can write on.
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// So, we'll make the window non-resizable and fix the size of the content.
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// Ideally, would like to be able to allow resizing only one direction.
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ScrollingContents.MinSize = Vector2.Zero;
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ScrollingContents.MinSize = a;
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if (a.X > 0.0f)
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{
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ScrollingContents.MaxWidth = a.X;
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_allowedResizeModes &= ~(DragMode.Left | DragMode.Right);
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// Since this dimension has been specified by the user, we
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// need to undo the SetSize which was configured in the xaml.
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// Controls use NaNs to indicate unset for this value.
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// This is leaky - there should be a method for this
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SetWidth = float.NaN;
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}
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if (a.Y > 0.0f)
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{
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ScrollingContents.MaxHeight = a.Y;
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_allowedResizeModes &= ~(DragMode.Top | DragMode.Bottom);
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SetHeight = float.NaN;
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}
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}
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}
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/// <summary>
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/// Control interface. We'll mostly rely on the children to do the drawing
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/// but in order to get lines on paper to match up with the rich text labels,
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/// we need to do a small calculation to sync them up.
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/// </summary>
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protected override void Draw(DrawingHandleScreen handle)
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{
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// Now do the deferred setup of the written area. At the point
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// that InitVisuals runs, the label hasn't had it's style initialized
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// so we need to get some info out now:
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if (WrittenTextLabel.TryGetStyleProperty<Font>("font", out var font))
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{
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float fontLineHeight = font.GetLineHeight(1.0f);
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// This positions the texture so the font baseline is on the bottom:
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_paperContentTex.ExpandMarginTop = font.GetDescent(UIScale);
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// And this scales the texture so that it's a single text line:
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var scaleY = (_paperContentLineScale * fontLineHeight) / _paperContentTex.Texture?.Height ?? fontLineHeight;
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_paperContentTex.TextureScale = new Vector2(1, scaleY);
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// Now, we might need to add some padding to the text to ensure
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// that, even if a header is specified, the text will line up with
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// where the content image expects the font to be rendered (i.e.,
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// adjusting the height of the header image shouldn't cause the
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// text to be offset from a line)
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{
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var headerHeight = HeaderImage.Size.Y + HeaderImage.Margin.Top + HeaderImage.Margin.Bottom;
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var headerInLines = headerHeight / (fontLineHeight * _paperContentLineScale);
|
|
var paddingRequiredInLines = (float)Math.Ceiling(headerInLines) - headerInLines;
|
|
var verticalMargin = fontLineHeight * paddingRequiredInLines * _paperContentLineScale;
|
|
TextAlignmentPadding.Margin = new Thickness(0.0f, verticalMargin, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
base.Draw(handle);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize the paper contents, i.e. the text typed by the
|
|
/// user and any stamps that have peen put on the page.
|
|
/// </summary>
|
|
public void Populate(PaperComponent.PaperBoundUserInterfaceState state)
|
|
{
|
|
bool isEditing = state.Mode == PaperComponent.PaperAction.Write;
|
|
bool wasEditing = InputContainer.Visible;
|
|
InputContainer.Visible = isEditing;
|
|
EditButtons.Visible = isEditing;
|
|
|
|
var msg = new FormattedMessage();
|
|
msg.AddMarkupPermissive(state.Text);
|
|
|
|
// For premade documents, we want to be able to edit them rather than
|
|
// replace them.
|
|
var shouldCopyText = 0 == Input.TextLength && 0 != state.Text.Length;
|
|
if (!wasEditing || shouldCopyText)
|
|
{
|
|
// We can get repeated messages with state.Mode == Write if another
|
|
// player opens the UI for reading. In this case, don't update the
|
|
// text input, as this player is currently writing new text and we
|
|
// don't want to lose any text they already input.
|
|
Input.TextRope = Rope.Leaf.Empty;
|
|
Input.CursorPosition = new TextEdit.CursorPos();
|
|
Input.InsertAtCursor(state.Text);
|
|
}
|
|
|
|
for (var i = 0; i <= state.StampedBy.Count * 3 + 1; i++)
|
|
{
|
|
msg.AddMarkupPermissive("\r\n");
|
|
}
|
|
WrittenTextLabel.SetMessage(msg, UserFormattableTags.BaseAllowedTags, state.DefaultColor); // Sunrise-edit, перекрашиваемый текст
|
|
|
|
WrittenTextLabel.Visible = !isEditing && state.Text.Length > 0;
|
|
BlankPaperIndicator.Visible = !isEditing && state.Text.Length == 0;
|
|
|
|
// Sunrise-Start
|
|
var spriteSys = _entitySystemManager.GetEntitySystem<SpriteSystem>();
|
|
|
|
Robust.Client.Graphics.Texture? tex = null;
|
|
if (state.ImageContent is {} spec)
|
|
tex = spriteSys.Frame0(spec);
|
|
|
|
ImageContent.Visible = tex != null;
|
|
ImageContent.Texture = tex;
|
|
|
|
ImageContent.HorizontalExpand = false;
|
|
ImageContent.VerticalExpand = false;
|
|
// Sunrise-End
|
|
|
|
StampDisplay.RemoveAllChildren();
|
|
StampDisplay.RemoveStamps();
|
|
foreach(var stamper in state.StampedBy)
|
|
{
|
|
StampDisplay.AddStamp(new StampWidget{ StampInfo = stamper });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// BaseWindow interface. Allow users to drag UI around by grabbing
|
|
/// anywhere on the page (like FancyWindow) but try to calculate
|
|
/// reasonable dragging bounds because this UI can have round corners,
|
|
/// and it can be hard to judge where to click to resize.
|
|
/// </summary>
|
|
protected override DragMode GetDragModeFor(Vector2 relativeMousePos)
|
|
{
|
|
var mode = DragMode.None;
|
|
|
|
// Be quite generous with resize margins:
|
|
if (relativeMousePos.Y < DRAG_MARGIN_SIZE)
|
|
{
|
|
mode |= DragMode.Top;
|
|
}
|
|
else if (relativeMousePos.Y > Size.Y - DRAG_MARGIN_SIZE)
|
|
{
|
|
mode |= DragMode.Bottom;
|
|
}
|
|
|
|
if (relativeMousePos.X < DRAG_MARGIN_SIZE)
|
|
{
|
|
mode |= DragMode.Left;
|
|
}
|
|
else if (relativeMousePos.X > Size.X - DRAG_MARGIN_SIZE)
|
|
{
|
|
mode |= DragMode.Right;
|
|
}
|
|
|
|
if((mode & _allowedResizeModes) == DragMode.None)
|
|
{
|
|
return DragMode.Move;
|
|
}
|
|
return mode & _allowedResizeModes;
|
|
}
|
|
|
|
private void RunOnSaved()
|
|
{
|
|
// Prevent further saving while text processing still in
|
|
SaveButton.Disabled = true;
|
|
OnSaved?.Invoke(Rope.Collapse(Input.TextRope));
|
|
}
|
|
|
|
private void UpdateFillState()
|
|
{
|
|
if (MaxInputLength != -1)
|
|
{
|
|
var inputLength = Input.TextLength;
|
|
|
|
FillStatus.Text = Loc.GetString("paper-ui-fill-level",
|
|
("currentLength", inputLength),
|
|
("maxLength", MaxInputLength));
|
|
|
|
// Disable the save button if we've gone over the limit
|
|
SaveButton.Disabled = inputLength > MaxInputLength;
|
|
}
|
|
else
|
|
{
|
|
FillStatus.Text = "";
|
|
SaveButton.Disabled = false;
|
|
}
|
|
}
|
|
}
|
|
}
|