# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.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/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
563 lines
18 KiB
C#
563 lines
18 KiB
C#
using System.Linq;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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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.Client.Utility;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using Content.Sunrise.Interfaces.Shared; // Sunrise-Sponsors
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namespace Content.Client.Humanoid;
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[GenerateTypedNameReferences]
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public sealed partial class MarkingPicker : Control
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{
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[Dependency] private readonly MarkingManager _markingManager = default!;
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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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private ISharedSponsorsManager? _sponsorsManager; // Sunrise-Sponsors
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public Action<MarkingSet>? OnMarkingAdded;
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public Action<MarkingSet>? OnMarkingRemoved;
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public Action<MarkingSet>? OnMarkingColorChange;
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public Action<MarkingSet>? OnMarkingRankChange;
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private List<Color> _currentMarkingColors = new();
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private ItemList.Item? _selectedMarking;
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private ItemList.Item? _selectedUnusedMarking;
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private MarkingCategories _selectedMarkingCategory = MarkingCategories.Chest;
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private MarkingSet _currentMarkings = new();
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private List<MarkingCategories> _markingCategories = Enum.GetValues<MarkingCategories>().ToList();
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private string _currentSpecies = SharedHumanoidAppearanceSystem.DefaultSpecies;
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private Sex _currentSex = Sex.Unsexed;
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public Color CurrentSkinColor = Color.White;
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public Color CurrentEyeColor = Color.Black;
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public Marking? HairMarking;
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public Marking? FacialHairMarking;
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private readonly HashSet<MarkingCategories> _ignoreCategories = new();
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public string IgnoreCategories
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{
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get => string.Join(',', _ignoreCategories);
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set
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{
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_ignoreCategories.Clear();
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var split = value.Split(',');
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foreach (var category in split)
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{
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if (!Enum.TryParse(category, out MarkingCategories categoryParse))
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{
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continue;
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}
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_ignoreCategories.Add(categoryParse);
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}
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SetupCategoryButtons();
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}
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}
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public bool Forced { get; set; }
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private bool _ignoreSpecies;
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public bool IgnoreSpecies
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{
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get => _ignoreSpecies;
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set
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{
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_ignoreSpecies = value;
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Populate(CMarkingSearch.Text);
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}
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}
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public void SetData(List<Marking> newMarkings, string species, Sex sex, Color skinColor, Color eyeColor)
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{
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var pointsProto = _prototypeManager
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.Index<SpeciesPrototype>(species).MarkingPoints;
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_currentMarkings = new(newMarkings, pointsProto, _markingManager);
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if (!IgnoreSpecies)
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{
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_currentMarkings.EnsureSpecies(species, skinColor, _markingManager); // should be validated server-side but it can't hurt
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}
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_currentSpecies = species;
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_currentSex = sex;
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CurrentSkinColor = skinColor;
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CurrentEyeColor = eyeColor;
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Populate(CMarkingSearch.Text);
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PopulateUsed();
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}
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public void SetData(MarkingSet set, string species, Sex sex, Color skinColor, Color eyeColor)
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{
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_currentMarkings = set;
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if (!IgnoreSpecies)
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{
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_currentMarkings.EnsureSpecies(species, skinColor, _markingManager); // should be validated server-side but it can't hurt
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}
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_currentSpecies = species;
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_currentSex = sex;
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CurrentSkinColor = skinColor;
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CurrentEyeColor = eyeColor;
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Populate(CMarkingSearch.Text);
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PopulateUsed();
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}
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public void SetSkinColor(Color color) => CurrentSkinColor = color;
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public void SetEyeColor(Color color) => CurrentEyeColor = color;
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public MarkingPicker()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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IoCManager.Instance!.TryResolveType(out _sponsorsManager); // Sunrise-Sponsors
|
|
|
|
_sprite = _entityManager.System<SpriteSystem>();
|
|
|
|
CMarkingCategoryButton.OnItemSelected += OnCategoryChange;
|
|
CMarkingsUnused.OnItemSelected += item =>
|
|
_selectedUnusedMarking = CMarkingsUnused[item.ItemIndex];
|
|
|
|
CMarkingAdd.OnPressed += _ =>
|
|
MarkingAdd();
|
|
|
|
CMarkingsUsed.OnItemSelected += OnUsedMarkingSelected;
|
|
|
|
CMarkingRemove.OnPressed += _ =>
|
|
MarkingRemove();
|
|
|
|
CMarkingRankUp.OnPressed += _ => SwapMarkingUp();
|
|
CMarkingRankDown.OnPressed += _ => SwapMarkingDown();
|
|
|
|
CMarkingSearch.OnTextChanged += args => Populate(args.Text);
|
|
}
|
|
|
|
private void SetupCategoryButtons()
|
|
{
|
|
CMarkingCategoryButton.Clear();
|
|
|
|
var validCategories = new List<MarkingCategories>();
|
|
for (var i = 0; i < _markingCategories.Count; i++)
|
|
{
|
|
var category = _markingCategories[i];
|
|
var markings = GetMarkings(category);
|
|
if (_ignoreCategories.Contains(category) ||
|
|
markings.Count == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
validCategories.Add(category);
|
|
CMarkingCategoryButton.AddItem(Loc.GetString($"markings-category-{category.ToString()}"), i);
|
|
}
|
|
|
|
if (validCategories.Contains(_selectedMarkingCategory))
|
|
{
|
|
CMarkingCategoryButton.SelectId(_markingCategories.IndexOf(_selectedMarkingCategory));
|
|
}
|
|
else if (validCategories.Count > 0)
|
|
{
|
|
_selectedMarkingCategory = validCategories[0];
|
|
}
|
|
else
|
|
{
|
|
_selectedMarkingCategory = MarkingCategories.Chest;
|
|
}
|
|
}
|
|
|
|
private string GetMarkingName(MarkingPrototype marking) => Loc.GetString($"marking-{marking.ID}");
|
|
|
|
private List<string> GetMarkingStateNames(MarkingPrototype marking)
|
|
{
|
|
List<string> result = new();
|
|
foreach (var markingState in marking.Sprites)
|
|
{
|
|
switch (markingState)
|
|
{
|
|
case SpriteSpecifier.Rsi rsi:
|
|
result.Add(Loc.GetString($"marking-{marking.ID}-{rsi.RsiState}"));
|
|
break;
|
|
case SpriteSpecifier.Texture texture:
|
|
result.Add(Loc.GetString($"marking-{marking.ID}-{texture.TexturePath.Filename}"));
|
|
break;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private IReadOnlyDictionary<string, MarkingPrototype> GetMarkings(MarkingCategories category)
|
|
{
|
|
return IgnoreSpecies
|
|
? _markingManager.MarkingsByCategoryAndSex(category, _currentSex)
|
|
: _markingManager.MarkingsByCategoryAndSpeciesAndSex(category, _currentSpecies, _currentSex);
|
|
}
|
|
|
|
public void Populate(string filter)
|
|
{
|
|
SetupCategoryButtons();
|
|
|
|
CMarkingsUnused.Clear();
|
|
_selectedUnusedMarking = null;
|
|
|
|
var sortedMarkings = GetMarkings(_selectedMarkingCategory).Values.Where(m =>
|
|
m.ID.ToLower().Contains(filter.ToLower()) ||
|
|
GetMarkingName(m).ToLower().Contains(filter.ToLower())
|
|
).OrderBy(p => Loc.GetString(GetMarkingName(p)));
|
|
|
|
foreach (var marking in sortedMarkings)
|
|
{
|
|
if (_currentMarkings.TryGetMarking(_selectedMarkingCategory, marking.ID, out _))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var item = CMarkingsUnused.AddItem($"{GetMarkingName(marking)}", _sprite.Frame0(marking.Sprites[0]));
|
|
item.Metadata = marking;
|
|
// Sunrise-Sponsors-Start
|
|
if (marking.SponsorOnly && _sponsorsManager != null)
|
|
{
|
|
item.Disabled = !_sponsorsManager.GetClientPrototypes().Contains(marking.ID);
|
|
item.Text = Loc.GetString("sponsor-marking", ("name", GetMarkingName(marking)));
|
|
}
|
|
// Sunrise-Sponsors-End
|
|
}
|
|
|
|
CMarkingPoints.Visible = _currentMarkings.PointsLeft(_selectedMarkingCategory) != -1;
|
|
}
|
|
|
|
// Populate the used marking list. Returns a list of markings that weren't
|
|
// valid to add to the marking list.
|
|
public void PopulateUsed()
|
|
{
|
|
CMarkingsUsed.Clear();
|
|
CMarkingColors.Visible = false;
|
|
_selectedMarking = null;
|
|
|
|
if (!IgnoreSpecies)
|
|
{
|
|
_currentMarkings.EnsureSpecies(_currentSpecies, null, _markingManager);
|
|
}
|
|
|
|
// walk backwards through the list for visual purposes
|
|
foreach (var marking in _currentMarkings.GetReverseEnumerator(_selectedMarkingCategory))
|
|
{
|
|
if (!_markingManager.TryGetMarking(marking, out var newMarking))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var text = Loc.GetString(marking.Forced ? "marking-used-forced" : "marking-used", ("marking-name", $"{GetMarkingName(newMarking)}"),
|
|
("marking-category", Loc.GetString($"markings-category-{newMarking.MarkingCategory}")));
|
|
|
|
var _item = new ItemList.Item(CMarkingsUsed)
|
|
{
|
|
Text = text,
|
|
Icon = _sprite.Frame0(newMarking.Sprites[0]),
|
|
Selectable = true,
|
|
Metadata = newMarking,
|
|
IconModulate = marking.MarkingColors[0]
|
|
};
|
|
|
|
CMarkingsUsed.Add(_item);
|
|
}
|
|
|
|
// since all the points have been processed, update the points visually
|
|
UpdatePoints();
|
|
}
|
|
|
|
private void SwapMarkingUp()
|
|
{
|
|
if (_selectedMarking == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var i = CMarkingsUsed.IndexOf(_selectedMarking);
|
|
if (ShiftMarkingRank(i, -1))
|
|
{
|
|
OnMarkingRankChange?.Invoke(_currentMarkings);
|
|
}
|
|
}
|
|
|
|
private void SwapMarkingDown()
|
|
{
|
|
if (_selectedMarking == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var i = CMarkingsUsed.IndexOf(_selectedMarking);
|
|
if (ShiftMarkingRank(i, 1))
|
|
{
|
|
OnMarkingRankChange?.Invoke(_currentMarkings);
|
|
}
|
|
}
|
|
|
|
private bool ShiftMarkingRank(int src, int places)
|
|
{
|
|
if (src + places >= CMarkingsUsed.Count || src + places < 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var visualDest = src + places; // what it would visually look like
|
|
var visualTemp = CMarkingsUsed[visualDest];
|
|
CMarkingsUsed[visualDest] = CMarkingsUsed[src];
|
|
CMarkingsUsed[src] = visualTemp;
|
|
|
|
switch (places)
|
|
{
|
|
// i.e., we're going down in rank
|
|
case < 0:
|
|
_currentMarkings.ShiftRankDownFromEnd(_selectedMarkingCategory, src);
|
|
break;
|
|
// i.e., we're going up in rank
|
|
case > 0:
|
|
_currentMarkings.ShiftRankUpFromEnd(_selectedMarkingCategory, src);
|
|
break;
|
|
// do nothing?
|
|
// ReSharper disable once RedundantEmptySwitchSection
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
// repopulate in case markings are restricted,
|
|
// and also filter out any markings that are now invalid
|
|
// attempt to preserve any existing markings as well:
|
|
// it would be frustrating to otherwise have all markings
|
|
// cleared, imo
|
|
public void SetSpecies(string species)
|
|
{
|
|
_currentSpecies = species;
|
|
var markingList = _currentMarkings.GetForwardEnumerator().ToList();
|
|
|
|
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(species);
|
|
|
|
_currentMarkings = new(markingList, speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
|
|
_currentMarkings.EnsureSpecies(species, null, _markingManager);
|
|
_currentMarkings.EnsureSexes(_currentSex, _markingManager);
|
|
|
|
Populate(CMarkingSearch.Text);
|
|
PopulateUsed();
|
|
}
|
|
|
|
public void SetSex(Sex sex)
|
|
{
|
|
_currentSex = sex;
|
|
var markingList = _currentMarkings.GetForwardEnumerator().ToList();
|
|
|
|
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(_currentSpecies);
|
|
|
|
_currentMarkings = new(markingList, speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
|
|
_currentMarkings.EnsureSpecies(_currentSpecies, null, _markingManager);
|
|
_currentMarkings.EnsureSexes(_currentSex, _markingManager);
|
|
|
|
Populate(CMarkingSearch.Text);
|
|
PopulateUsed();
|
|
}
|
|
|
|
private void UpdatePoints()
|
|
{
|
|
var count = _currentMarkings.PointsLeft(_selectedMarkingCategory);
|
|
if (count > -1)
|
|
{
|
|
CMarkingPoints.Text = Loc.GetString("marking-points-remaining", ("points", count));
|
|
}
|
|
}
|
|
|
|
private void OnCategoryChange(OptionButton.ItemSelectedEventArgs category)
|
|
{
|
|
CMarkingCategoryButton.SelectId(category.Id);
|
|
_selectedMarkingCategory = _markingCategories[category.Id];
|
|
Populate(CMarkingSearch.Text);
|
|
PopulateUsed();
|
|
UpdatePoints();
|
|
}
|
|
|
|
// TODO: This should be using ColorSelectorSliders once that's merged, so
|
|
private void OnUsedMarkingSelected(ItemList.ItemListSelectedEventArgs item)
|
|
{
|
|
_selectedMarking = CMarkingsUsed[item.ItemIndex];
|
|
var prototype = (MarkingPrototype) _selectedMarking.Metadata!;
|
|
|
|
if (prototype.ForcedColoring)
|
|
{
|
|
CMarkingColors.Visible = false;
|
|
|
|
return;
|
|
}
|
|
|
|
var stateNames = GetMarkingStateNames(prototype);
|
|
_currentMarkingColors.Clear();
|
|
CMarkingColors.DisposeAllChildren();
|
|
List<ColorSelectorSliders> colorSliders = new();
|
|
for (int i = 0; i < prototype.Sprites.Count; i++)
|
|
{
|
|
var colorContainer = new BoxContainer
|
|
{
|
|
Orientation = LayoutOrientation.Vertical,
|
|
};
|
|
|
|
CMarkingColors.AddChild(colorContainer);
|
|
|
|
ColorSelectorSliders colorSelector = new ColorSelectorSliders();
|
|
colorSelector.SelectorType = ColorSelectorSliders.ColorSelectorType.Hsv; // defaults color selector to HSV
|
|
colorSliders.Add(colorSelector);
|
|
|
|
colorContainer.AddChild(new Label { Text = $"{stateNames[i]} color:" });
|
|
colorContainer.AddChild(colorSelector);
|
|
|
|
var listing = _currentMarkings.Markings[_selectedMarkingCategory];
|
|
|
|
var color = listing[listing.Count - 1 - item.ItemIndex].MarkingColors[i];
|
|
var currentColor = new Color(
|
|
color.RByte,
|
|
color.GByte,
|
|
color.BByte
|
|
);
|
|
colorSelector.Color = currentColor;
|
|
_currentMarkingColors.Add(currentColor);
|
|
var colorIndex = _currentMarkingColors.Count - 1;
|
|
|
|
Action<Color> colorChanged = _ =>
|
|
{
|
|
_currentMarkingColors[colorIndex] = colorSelector.Color;
|
|
|
|
ColorChanged(colorIndex);
|
|
};
|
|
colorSelector.OnColorChanged += colorChanged;
|
|
}
|
|
|
|
CMarkingColors.Visible = true;
|
|
}
|
|
|
|
private void ColorChanged(int colorIndex)
|
|
{
|
|
if (_selectedMarking is null) return;
|
|
var markingPrototype = (MarkingPrototype) _selectedMarking.Metadata!;
|
|
int markingIndex = _currentMarkings.FindIndexOf(_selectedMarkingCategory, markingPrototype.ID);
|
|
|
|
if (markingIndex < 0) return;
|
|
|
|
_selectedMarking.IconModulate = _currentMarkingColors[colorIndex];
|
|
|
|
var marking = new Marking(_currentMarkings.Markings[_selectedMarkingCategory][markingIndex]);
|
|
marking.SetColor(colorIndex, _currentMarkingColors[colorIndex]);
|
|
_currentMarkings.Replace(_selectedMarkingCategory, markingIndex, marking);
|
|
|
|
OnMarkingColorChange?.Invoke(_currentMarkings);
|
|
}
|
|
|
|
private void MarkingAdd()
|
|
{
|
|
if (_selectedUnusedMarking is null) return;
|
|
|
|
if (_currentMarkings.PointsLeft(_selectedMarkingCategory) == 0 && !Forced)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var marking = (MarkingPrototype) _selectedUnusedMarking.Metadata!;
|
|
var markingObject = marking.AsMarking();
|
|
|
|
// We need add hair markings in cloned set manually because _currentMarkings doesn't have it
|
|
var markingSet = new MarkingSet(_currentMarkings);
|
|
if (HairMarking != null)
|
|
{
|
|
markingSet.AddBack(MarkingCategories.Hair, HairMarking);
|
|
}
|
|
if (FacialHairMarking != null)
|
|
{
|
|
markingSet.AddBack(MarkingCategories.FacialHair, FacialHairMarking);
|
|
}
|
|
|
|
if (!_markingManager.MustMatchSkin(_currentSpecies, marking.BodyPart, out var _, _prototypeManager))
|
|
{
|
|
// Do default coloring
|
|
var colors = MarkingColoring.GetMarkingLayerColors(
|
|
marking,
|
|
CurrentSkinColor,
|
|
CurrentEyeColor,
|
|
markingSet
|
|
);
|
|
for (var i = 0; i < colors.Count; i++)
|
|
{
|
|
markingObject.SetColor(i, colors[i]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Color everything in skin color
|
|
for (var i = 0; i < marking.Sprites.Count; i++)
|
|
{
|
|
markingObject.SetColor(i, CurrentSkinColor);
|
|
}
|
|
}
|
|
|
|
markingObject.Forced = Forced;
|
|
|
|
_currentMarkings.AddBack(_selectedMarkingCategory, markingObject);
|
|
|
|
UpdatePoints();
|
|
|
|
CMarkingsUnused.Remove(_selectedUnusedMarking);
|
|
var item = new ItemList.Item(CMarkingsUsed)
|
|
{
|
|
Text = Loc.GetString("marking-used", ("marking-name", $"{GetMarkingName(marking)}"), ("marking-category", Loc.GetString($"markings-category-{marking.MarkingCategory}"))),
|
|
Icon = _sprite.Frame0(marking.Sprites[0]),
|
|
Selectable = true,
|
|
Metadata = marking,
|
|
};
|
|
CMarkingsUsed.Insert(0, item);
|
|
|
|
_selectedUnusedMarking = null;
|
|
OnMarkingAdded?.Invoke(_currentMarkings);
|
|
}
|
|
|
|
private void MarkingRemove()
|
|
{
|
|
if (_selectedMarking is null) return;
|
|
|
|
var marking = (MarkingPrototype) _selectedMarking.Metadata!;
|
|
|
|
_currentMarkings.Remove(_selectedMarkingCategory, marking.ID);
|
|
|
|
UpdatePoints();
|
|
|
|
CMarkingsUsed.Remove(_selectedMarking);
|
|
|
|
if (marking.MarkingCategory == _selectedMarkingCategory)
|
|
{
|
|
var item = CMarkingsUnused.AddItem($"{GetMarkingName(marking)}", _sprite.Frame0(marking.Sprites[0]));
|
|
item.Metadata = marking;
|
|
}
|
|
_selectedMarking = null;
|
|
CMarkingColors.Visible = false;
|
|
OnMarkingRemoved?.Invoke(_currentMarkings);
|
|
}
|
|
}
|