fish-station/Content.Client/Paper/UI/PaperWindow.xaml.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
# 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
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#	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
2025-12-26 04:19:27 +01:00

367 lines
15 KiB
C#

using System.Numerics;
using Content.Client.RichText;
using Content.Client._Sunrise.UserInterface.RichText;
using Content.Shared.Paper;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Utility;
using Robust.Client.UserInterface.RichText;
using Content.Client.UserInterface.RichText;
using Robust.Client.GameObjects;
using Robust.Shared.Input;
namespace Content.Client.Paper.UI
{
[GenerateTypedNameReferences]
public sealed partial class PaperWindow : BaseWindow
{
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IResourceCache _resCache = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
private static Color DefaultTextColor = new(25, 25, 25);
// <summary>
// Size of resize handles around the paper
private const int DRAG_MARGIN_SIZE = 16;
// We keep a reference to the paper content texture that we create
// so that we can modify it later.
private StyleBoxTexture _paperContentTex = new();
// The number of lines that the content image represents.
// See PaperVisualsComponent.ContentImageNumLines.
private float _paperContentLineScale = 1.0f;
// If paper limits the size in one or both axes, it'll affect whether
// we're able to resize this UI or not. Default to everything enabled:
private DragMode _allowedResizeModes = ~DragMode.None;
public event Action<string>? OnSaved;
private int _MaxInputLength = -1;
public int MaxInputLength
{
get
{
return _MaxInputLength;
}
set
{
_MaxInputLength = value;
UpdateFillState();
}
}
public PaperWindow()
{
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);
// We can't configure the RichTextLabel contents from xaml, so do it here:
BlankPaperIndicator.SetMessage(Loc.GetString("paper-ui-blank-page-message"), null, DefaultTextColor);
// Hook up the close button:
CloseButton.OnPressed += _ => Close();
Input.OnKeyBindDown += args => // Solution while TextEdit don't have events
{
if (args.Function == EngineKeyFunctions.MultilineTextSubmit)
{
// SaveButton is disabled when we hit the max input limit. Just check
// that flag instead of trying to calculate the input length again
if (!SaveButton.Disabled)
{
RunOnSaved();
args.Handle();
}
}
};
Input.OnTextChanged += args =>
{
UpdateFillState();
};
SaveButton.OnPressed += _ =>
{
RunOnSaved();
};
SaveButton.Text = Loc.GetString("paper-ui-save-button",
("keybind", _inputManager.GetKeyFunctionButtonString(EngineKeyFunctions.MultilineTextSubmit)));
}
/// <summary>
/// Initialize this UI according to <code>visuals</code> Initializes
/// textures, recalculates sizes, and applies some layout rules.
/// </summary>
public void InitVisuals(EntityUid entity, PaperVisualsComponent visuals)
{
// Randomize the placement of any stamps based on the entity UID
// so that there's some variety in different papers.
StampDisplay.PlacementSeed = (int)entity;
// Initialize the background:
PaperBackground.ModulateSelfOverride = visuals.BackgroundModulate;
var backgroundImage = visuals.BackgroundImagePath != null? _resCache.GetResource<TextureResource>(visuals.BackgroundImagePath) : null;
if (backgroundImage != null)
{
var backgroundImageMode = visuals.BackgroundImageTile ? StyleBoxTexture.StretchMode.Tile : StyleBoxTexture.StretchMode.Stretch;
var backgroundPatchMargin = visuals.BackgroundPatchMargin;
PaperBackground.PanelOverride = new StyleBoxTexture
{
Texture = backgroundImage,
TextureScale = visuals.BackgroundScale,
Mode = backgroundImageMode,
PatchMarginLeft = backgroundPatchMargin.Left,
PatchMarginBottom = backgroundPatchMargin.Bottom,
PatchMarginRight = backgroundPatchMargin.Right,
PatchMarginTop = backgroundPatchMargin.Top
};
}
else
{
PaperBackground.PanelOverride = null;
}
// Then the header:
if (visuals.HeaderImagePath != null)
{
HeaderImage.TexturePath = visuals.HeaderImagePath;
HeaderImage.MinSize = HeaderImage.TextureNormal?.Size ?? Vector2.Zero;
}
HeaderImage.ModulateSelfOverride = visuals.HeaderImageModulate;
HeaderImage.Margin = new Thickness(visuals.HeaderMargin.Left, visuals.HeaderMargin.Top,
visuals.HeaderMargin.Right, visuals.HeaderMargin.Bottom);
// Then the footer
if (visuals.FooterImagePath is {} path)
{
FooterImage.TexturePath = path.ToString();
FooterImage.MinSize = FooterImage.TextureNormal?.Size ?? Vector2.Zero;
}
FooterImage.ModulateSelfOverride = visuals.FooterImageModulate;
FooterImage.Margin = new Thickness(visuals.FooterMargin.Left, visuals.FooterMargin.Top,
visuals.FooterMargin.Right, visuals.FooterMargin.Bottom);
PaperContent.ModulateSelfOverride = visuals.ContentImageModulate;
WrittenTextLabel.ModulateSelfOverride = visuals.FontAccentColor;
FillStatus.ModulateSelfOverride = visuals.FontAccentColor;
var contentImage = visuals.ContentImagePath != null ? _resCache.GetResource<TextureResource>(visuals.ContentImagePath) : null;
if (contentImage != null)
{
// Setup the paper content texture, but keep a reference to it, as we can't set
// some font-related properties here. We'll fix those up later, in Draw()
_paperContentTex = new StyleBoxTexture
{
Texture = contentImage,
Mode = StyleBoxTexture.StretchMode.Tile,
};
PaperContent.PanelOverride = _paperContentTex;
_paperContentLineScale = visuals.ContentImageNumLines;
}
PaperContent.Margin = new Thickness(
visuals.ContentMargin.Left, visuals.ContentMargin.Top,
visuals.ContentMargin.Right, visuals.ContentMargin.Bottom);
if (visuals.MaxWritableArea != null)
{
var a = (Vector2)visuals.MaxWritableArea;
// Paper has requested that this has a maximum area that you can write on.
// So, we'll make the window non-resizable and fix the size of the content.
// Ideally, would like to be able to allow resizing only one direction.
ScrollingContents.MinSize = Vector2.Zero;
ScrollingContents.MinSize = a;
if (a.X > 0.0f)
{
ScrollingContents.MaxWidth = a.X;
_allowedResizeModes &= ~(DragMode.Left | DragMode.Right);
// Since this dimension has been specified by the user, we
// need to undo the SetSize which was configured in the xaml.
// Controls use NaNs to indicate unset for this value.
// This is leaky - there should be a method for this
SetWidth = float.NaN;
}
if (a.Y > 0.0f)
{
ScrollingContents.MaxHeight = a.Y;
_allowedResizeModes &= ~(DragMode.Top | DragMode.Bottom);
SetHeight = float.NaN;
}
}
}
/// <summary>
/// Control interface. We'll mostly rely on the children to do the drawing
/// but in order to get lines on paper to match up with the rich text labels,
/// we need to do a small calculation to sync them up.
/// </summary>
protected override void Draw(DrawingHandleScreen handle)
{
// Now do the deferred setup of the written area. At the point
// that InitVisuals runs, the label hasn't had it's style initialized
// so we need to get some info out now:
if (WrittenTextLabel.TryGetStyleProperty<Font>("font", out var font))
{
float fontLineHeight = font.GetLineHeight(1.0f);
// This positions the texture so the font baseline is on the bottom:
_paperContentTex.ExpandMarginTop = font.GetDescent(UIScale);
// And this scales the texture so that it's a single text line:
var scaleY = (_paperContentLineScale * fontLineHeight) / _paperContentTex.Texture?.Height ?? fontLineHeight;
_paperContentTex.TextureScale = new Vector2(1, scaleY);
// Now, we might need to add some padding to the text to ensure
// that, even if a header is specified, the text will line up with
// where the content image expects the font to be rendered (i.e.,
// adjusting the height of the header image shouldn't cause the
// text to be offset from a line)
{
var headerHeight = HeaderImage.Size.Y + HeaderImage.Margin.Top + HeaderImage.Margin.Bottom;
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;
}
}
}
}