# 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
461 lines
20 KiB
C#
461 lines
20 KiB
C#
using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Client.AutoGenerated;
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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.XAML;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Linq;
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using System.Numerics;
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using Content.Shared.FixedPoint;
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using Robust.Client.Graphics;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using Robust.Client.GameObjects;
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namespace Content.Client.Chemistry.UI
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{
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/// <summary>
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/// Client-side UI used to control a <see cref="SharedChemMasterComponent"/>
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/// </summary>
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[GenerateTypedNameReferences]
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public sealed partial class ChemMasterWindow : FancyWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly SpriteSystem _sprite;
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public event Action<BaseButton.ButtonEventArgs, ReagentButton>? OnReagentButtonPressed;
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public readonly Button[] PillTypeButtons;
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private const string PillsRsiPath = "/Textures/Objects/Specific/Chemistry/pills.rsi";
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/// <summary>
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/// Create and initialize the chem master UI client-side. Creates the basic layout,
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/// actual data isn't filled in until the server sends data about the chem master.
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/// </summary>
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public ChemMasterWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_sprite = _entityManager.System<SpriteSystem>();
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// Pill type selection buttons, in total there are 20 pills.
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// Pill rsi file should have states named as pill1, pill2, and so on.
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var resourcePath = new ResPath(PillsRsiPath);
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var pillTypeGroup = new ButtonGroup();
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PillTypeButtons = new Button[20];
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for (uint i = 0; i < PillTypeButtons.Length; i++)
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{
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// For every button decide which stylebase to have
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// Every row has 10 buttons
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String styleBase = StyleClass.ButtonOpenBoth;
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uint modulo = i % 10;
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if (i > 0 && modulo == 0)
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styleBase = StyleClass.ButtonOpenRight;
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else if (i > 0 && modulo == 9)
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styleBase = StyleClass.ButtonOpenLeft;
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else if (i == 0)
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styleBase = StyleClass.ButtonOpenRight;
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// Generate buttons
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PillTypeButtons[i] = new Button
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{
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Access = AccessLevel.Public,
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StyleClasses = { styleBase },
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MaxSize = new Vector2(42, 28),
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Group = pillTypeGroup
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};
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// Generate buttons textures
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var specifier = new SpriteSpecifier.Rsi(resourcePath, "pill" + (i + 1));
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TextureRect pillTypeTexture = new TextureRect
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{
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Texture = _sprite.Frame0(specifier),
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TextureScale = new Vector2(1.75f, 1.75f),
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Stretch = TextureRect.StretchMode.KeepCentered,
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};
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PillTypeButtons[i].AddChild(pillTypeTexture);
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Grid.AddChild(PillTypeButtons[i]);
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}
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PillDosage.InitDefaultButtons();
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PillNumber.InitDefaultButtons();
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// Starlight-start
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PatchDosage.InitDefaultButtons();
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PatchNumber.InitDefaultButtons();
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// Starlight-end
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BottleDosage.InitDefaultButtons();
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// Ensure label length is within the character limit.
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LabelLineEdit.IsValid = s => s.Length <= SharedChemMaster.LabelMaxLength;
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Tabs.SetTabTitle(0, Loc.GetString("chem-master-window-input-tab"));
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Tabs.SetTabTitle(1, Loc.GetString("chem-master-window-output-tab"));
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}
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private ReagentButton MakeReagentButton(string text, ChemMasterReagentAmount amount, ReagentId id, bool isBuffer, string styleClass)
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{
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var reagentTransferButton = new ReagentButton(text, amount, id, isBuffer, styleClass);
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reagentTransferButton.OnPressed += args
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=> OnReagentButtonPressed?.Invoke(args, reagentTransferButton);
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return reagentTransferButton;
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}
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/// <summary>
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/// Conditionally generates a set of reagent buttons based on the supplied boolean argument.
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/// This was moved outside of BuildReagentRow to facilitate conditional logic, stops indentation depth getting out of hand as well.
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/// </summary>
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private List<ReagentButton> CreateReagentTransferButtons(ReagentId reagent, bool isBuffer, bool addReagentButtons)
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{
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if (!addReagentButtons)
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return new List<ReagentButton>(); // Return an empty list if reagentTransferButton creation is disabled.
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var buttonConfigs = new (string text, ChemMasterReagentAmount amount, string styleClass)[]
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{
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("1", ChemMasterReagentAmount.U1, StyleClass.ButtonOpenBoth),
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("5", ChemMasterReagentAmount.U5, StyleClass.ButtonOpenBoth),
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("10", ChemMasterReagentAmount.U10, StyleClass.ButtonOpenBoth),
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("15", ChemMasterReagentAmount.U15, StyleClass.ButtonOpenBoth),
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("20", ChemMasterReagentAmount.U20, StyleClass.ButtonOpenBoth),
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("25", ChemMasterReagentAmount.U25, StyleClass.ButtonOpenBoth),
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("30", ChemMasterReagentAmount.U30, StyleClass.ButtonOpenBoth),
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("50", ChemMasterReagentAmount.U50, StyleClass.ButtonOpenBoth),
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("100", ChemMasterReagentAmount.U100, StyleClass.ButtonOpenBoth),
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(Loc.GetString("chem-master-window-buffer-all-amount"), ChemMasterReagentAmount.All, StyleClass.ButtonOpenLeft),
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};
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var buttons = new List<ReagentButton>();
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foreach (var (text, amount, styleClass) in buttonConfigs)
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{
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var reagentTransferButton = MakeReagentButton(text, amount, reagent, isBuffer, styleClass);
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buttons.Add(reagentTransferButton);
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}
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return buttons;
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}
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/// <summary>
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/// Update the UI state when new state data is received from the server.
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/// </summary>
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/// <param name="state">State data sent by the server.</param>
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public void UpdateState(BoundUserInterfaceState state)
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{
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var castState = (ChemMasterBoundUserInterfaceState)state;
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// Starlight Start
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var outputCreationSolutionVariable = new Label
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{
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Text = $" {castState.InputContainerInfo?.CurrentVolume ?? 0}u",
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}; //Starlight End Creates a variable for how much solution is in the input beaker to be used for Pill/Patches creation
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if (castState.UpdateLabel)
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LabelLine = GenerateLabel(castState);
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// Ensure the Panel Info is updated, including UI elements for Buffer Volume, Output Container and so on
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UpdatePanelInfo(castState);
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BufferCurrentVolume.Text = outputCreationSolutionVariable.Text; // Starlight Beaker Changes for Pills/Patches creation
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InputEjectButton.Disabled = castState.InputContainerInfo is null;
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OutputEjectButton.Disabled = castState.OutputContainerInfo is null;
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CreateBottleButton.Disabled = castState.OutputContainerInfo?.Reagents == null;
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CreatePillButton.Disabled = castState.OutputContainerInfo?.Entities == null;
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CreatePatchButton.Disabled = castState.OutputContainerInfo?.Entities == null; // Starlight-edit
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UpdateDosageFields(castState);
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}
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//assign default values for pill and bottle fields.
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private void UpdateDosageFields(ChemMasterBoundUserInterfaceState castState)
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{
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var output = castState.OutputContainerInfo;
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var remainingCapacity = output is null ? 0 : (output.MaxVolume - output.CurrentVolume).Int();
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var holdsReagents = output?.Reagents != null;
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var pillNumberMax = holdsReagents ? 0 : remainingCapacity;
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var bottleAmountMax = holdsReagents ? remainingCapacity : 0;
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var beakerVolume = castState.InputContainerInfo?.CurrentVolume.Int() ?? 0;
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PillDosage.Value = (int)Math.Min(beakerVolume, castState.PillDosageLimit); // Starlight-edit
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PatchDosage.Value = (int)Math.Min(beakerVolume, castState.PatchDosageLimit); // Starlight-edit
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PillTypeButtons[castState.SelectedPillType].Pressed = true;
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PillNumber.IsValid = x => x >= 0 && x <= pillNumberMax;
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PillDosage.IsValid = x => x > 0 && x <= castState.PillDosageLimit;
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// Starlight-start
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PatchNumber.IsValid = x => x >= 0 && x <= pillNumberMax;
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PatchDosage.IsValid = x => x > 0 && x <= castState.PatchDosageLimit;
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// Starlight-end
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BottleDosage.IsValid = x => x >= 0 && x <= bottleAmountMax;
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if (PillNumber.Value > pillNumberMax)
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PillNumber.Value = pillNumberMax;
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if (BottleDosage.Value > bottleAmountMax)
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BottleDosage.Value = bottleAmountMax;
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if (PatchNumber.Value > pillNumberMax)
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PatchNumber.Value = pillNumberMax;
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// Avoid division by zero
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if (PillDosage.Value > 0)
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{
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PillNumber.Value = Math.Min(beakerVolume / PillDosage.Value, pillNumberMax);
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}
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else
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{
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PillNumber.Value = 0;
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}
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// Starlight-start
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if (PatchDosage.Value > 0)
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{
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PatchNumber.Value = Math.Min(beakerVolume / PatchDosage.Value, pillNumberMax);
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}
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else
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{
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PatchNumber.Value = 0;
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|
}
|
|
|
|
BottleDosage.Value = Math.Min(bottleAmountMax, beakerVolume);
|
|
// Starlight-end
|
|
}
|
|
/// <summary>
|
|
/// Generate a product label based on reagents in the buffer.
|
|
/// </summary>
|
|
/// <param name="state">State data sent by the server.</param>
|
|
private string GenerateLabel(ChemMasterBoundUserInterfaceState state)
|
|
{
|
|
if (state.BufferCurrentVolume == 0)
|
|
return "";
|
|
|
|
var reagent = state.BufferReagents.OrderBy(r => r.Quantity).First().Reagent;
|
|
_prototypeManager.TryIndex(reagent.Prototype, out ReagentPrototype? proto);
|
|
return proto?.LocalizedName ?? "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the container, buffer, and packaging panels.
|
|
/// </summary>
|
|
/// <param name="state">State data for the dispenser.</param>
|
|
private void UpdatePanelInfo(ChemMasterBoundUserInterfaceState state)
|
|
{
|
|
BufferTransferButton.Pressed = state.Mode == ChemMasterMode.Transfer;
|
|
BufferDiscardButton.Pressed = state.Mode == ChemMasterMode.Discard;
|
|
|
|
BuildContainerUI(InputContainerInfo, state.InputContainerInfo, true);
|
|
BuildContainerUI(OutputContainerInfo, state.OutputContainerInfo, false);
|
|
|
|
BufferInfo.Children.Clear();
|
|
|
|
// This has to happen here due to people possibly
|
|
// setting sorting before putting any chemicals
|
|
BufferSortButton.Text = state.SortingType switch
|
|
{
|
|
ChemMasterSortingType.Alphabetical => Loc.GetString("chem-master-window-sort-type-alphabetical"),
|
|
ChemMasterSortingType.Quantity => Loc.GetString("chem-master-window-sort-type-quantity"),
|
|
ChemMasterSortingType.Latest => Loc.GetString("chem-master-window-sort-type-latest"),
|
|
_ => Loc.GetString("chem-master-window-sort-type-none")
|
|
};
|
|
|
|
|
|
if (!state.BufferReagents.Any())
|
|
{
|
|
BufferInfo.Children.Add(new Label { Text = Loc.GetString("chem-master-window-buffer-empty-text") });
|
|
|
|
return;
|
|
}
|
|
|
|
var bufferHBox = new BoxContainer
|
|
{
|
|
Orientation = LayoutOrientation.Horizontal
|
|
};
|
|
BufferInfo.AddChild(bufferHBox);
|
|
|
|
var bufferLabel = new Label { Text = $"{Loc.GetString("chem-master-window-buffer-label")} " };
|
|
bufferHBox.AddChild(bufferLabel);
|
|
var bufferVol = new Label
|
|
{
|
|
Text = $"{state.BufferCurrentVolume}u",
|
|
StyleClasses = { StyleClass.LabelWeak }
|
|
};
|
|
bufferHBox.AddChild(bufferVol);
|
|
|
|
// This sets up the needed data for sorting later in a list
|
|
// Its done this way to not repeat having to use same code twice (once for sorting
|
|
// and once for displaying)
|
|
var reagentList = new List<(ReagentId reagentId, string name, Color color, FixedPoint2 quantity)>();
|
|
foreach (var (reagent, quantity) in state.BufferReagents)
|
|
{
|
|
var reagentId = reagent;
|
|
_prototypeManager.TryIndex(reagentId.Prototype, out ReagentPrototype? proto);
|
|
var name = proto?.LocalizedName ?? Loc.GetString("chem-master-window-unknown-reagent-text");
|
|
var reagentColor = proto?.SubstanceColor ?? default(Color);
|
|
reagentList.Add(new (reagentId, name, reagentColor, quantity));
|
|
}
|
|
|
|
// We sort here since we need sorted list to be filled first.
|
|
// You can easily add any new params you need to it.
|
|
switch (state.SortingType)
|
|
{
|
|
case ChemMasterSortingType.Alphabetical:
|
|
reagentList = reagentList.OrderBy(x => x.name).ToList();
|
|
break;
|
|
|
|
case ChemMasterSortingType.Quantity:
|
|
reagentList = reagentList.OrderByDescending(x => x.quantity).ToList();
|
|
break;
|
|
case ChemMasterSortingType.Latest:
|
|
reagentList = Enumerable.Reverse(reagentList).ToList();
|
|
break;
|
|
|
|
case ChemMasterSortingType.None:
|
|
default:
|
|
// This case is pointless but it is there for readability
|
|
break;
|
|
}
|
|
|
|
// initialises rowCount to allow for striped rows
|
|
var rowCount = 0;
|
|
foreach (var reagent in reagentList)
|
|
{
|
|
BufferInfo.Children.Add(BuildReagentRow(reagent.color, rowCount++, reagent.name, reagent.reagentId, reagent.quantity, true, true));
|
|
}
|
|
}
|
|
|
|
private void BuildContainerUI(Control control, ContainerInfo? info, bool addReagentButtons)
|
|
{
|
|
control.Children.Clear();
|
|
|
|
if (info is null)
|
|
{
|
|
control.Children.Add(new Label
|
|
{
|
|
Text = Loc.GetString("chem-master-window-no-container-loaded-text")
|
|
});
|
|
return;
|
|
}
|
|
|
|
// Name of the container and its fill status (Ex: 44/100u)
|
|
control.Children.Add(new BoxContainer
|
|
{
|
|
Orientation = LayoutOrientation.Horizontal,
|
|
Children =
|
|
{
|
|
new Label { Text = $"{info.DisplayName}: " },
|
|
new Label
|
|
{
|
|
Text = $"{info.CurrentVolume}/{info.MaxVolume}",
|
|
StyleClasses = { StyleClass.LabelWeak }
|
|
}
|
|
}
|
|
});
|
|
// Initialises rowCount to allow for striped rows
|
|
var rowCount = 0;
|
|
|
|
// Handle entities if they are not null
|
|
if (info.Entities != null)
|
|
{
|
|
foreach (var (id, quantity) in info.Entities.Select(x => (x.Id, x.Quantity)))
|
|
{
|
|
control.Children.Add(BuildReagentRow(default(Color), rowCount++, id, default(ReagentId), quantity, false, addReagentButtons));
|
|
}
|
|
}
|
|
|
|
// Handle reagents if they are not null
|
|
if (info.Reagents != null)
|
|
{
|
|
foreach (var reagent in info.Reagents)
|
|
{
|
|
_prototypeManager.TryIndex(reagent.Reagent.Prototype, out ReagentPrototype? proto);
|
|
var name = proto?.LocalizedName ?? Loc.GetString("chem-master-window-unknown-reagent-text");
|
|
var reagentColor = proto?.SubstanceColor ?? default(Color);
|
|
|
|
control.Children.Add(BuildReagentRow(reagentColor, rowCount++, name, reagent.Reagent, reagent.Quantity, false, addReagentButtons));
|
|
}
|
|
}
|
|
}
|
|
/// <summary>
|
|
/// Take reagent/entity data and present rows, labels, and buttons appropriately. todo sprites?
|
|
/// </summary>
|
|
private Control BuildReagentRow(Color reagentColor, int rowCount, string name, ReagentId reagent, FixedPoint2 quantity, bool isBuffer, bool addReagentButtons)
|
|
{
|
|
//Colors rows and sets fallback for reagentcolor to the same as background, this will hide colorPanel for entities hopefully
|
|
var rowColor1 = Color.FromHex("#1B1B1E");
|
|
var rowColor2 = Color.FromHex("#202025");
|
|
var currentRowColor = (rowCount % 2 == 1) ? rowColor1 : rowColor2;
|
|
if ((reagentColor == default(Color))|(!addReagentButtons))
|
|
{
|
|
reagentColor = currentRowColor;
|
|
}
|
|
//this calls the separated button builder, and stores the return to render after labels
|
|
var reagentButtonConstructors = CreateReagentTransferButtons(reagent, isBuffer, addReagentButtons);
|
|
|
|
// Create the row layout with the color panel
|
|
var rowContainer = new BoxContainer
|
|
{
|
|
Orientation = LayoutOrientation.Horizontal,
|
|
Children =
|
|
{
|
|
new Label { Text = $"{name}: " },
|
|
new Label
|
|
{
|
|
Text = $"{quantity}u",
|
|
StyleClasses = { StyleClass.LabelWeak }
|
|
},
|
|
|
|
// Padding
|
|
new Control { HorizontalExpand = true },
|
|
// Colored panels for reagents
|
|
new PanelContainer
|
|
{
|
|
Name = "colorPanel",
|
|
VerticalExpand = true,
|
|
MinWidth = 4,
|
|
PanelOverride = new StyleBoxFlat
|
|
{
|
|
BackgroundColor = reagentColor
|
|
},
|
|
Margin = new Thickness(0, 1)
|
|
}
|
|
}
|
|
};
|
|
|
|
// Add the reagent buttons after the color panel
|
|
foreach (var reagentTransferButton in reagentButtonConstructors)
|
|
{
|
|
rowContainer.AddChild(reagentTransferButton);
|
|
}
|
|
//Apply panencontainer to allow for striped rows
|
|
return new PanelContainer
|
|
{
|
|
PanelOverride = new StyleBoxFlat(currentRowColor),
|
|
Children = { rowContainer }
|
|
};
|
|
}
|
|
|
|
public string LabelLine
|
|
{
|
|
get => LabelLineEdit.Text;
|
|
set => LabelLineEdit.Text = value;
|
|
}
|
|
}
|
|
|
|
public sealed class ReagentButton : Button
|
|
{
|
|
public ChemMasterReagentAmount Amount { get; set; }
|
|
public bool IsBuffer = true;
|
|
public ReagentId Id { get; set; }
|
|
public ReagentButton(string text, ChemMasterReagentAmount amount, ReagentId id, bool isBuffer, string styleClass)
|
|
{
|
|
AddStyleClass(styleClass);
|
|
Text = text;
|
|
Amount = amount;
|
|
Id = id;
|
|
IsBuffer = isBuffer;
|
|
}
|
|
}
|
|
}
|