fish-station/Content.Client/VendingMachines/UI/VendingMachineMenu.xaml.cs
Vigers Ray 95b86d7a4b Merge remote-tracking branch 'space-wizards/master'
# Conflicts:
#	Content.Client/Construction/UI/ConstructionMenu.xaml
#	Content.Client/Construction/UI/ConstructionMenu.xaml.cs
#	Content.Client/Construction/UI/ConstructionMenuPresenter.cs
#	Content.Server/Warps/WarpPointSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.Battery.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared/Construction/Steps/ArbitraryInsertConstructionGraphStep.cs
#	Content.Shared/Construction/Steps/MaterialConstructionGraphStep.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Inventory/InventorySystem.Relay.cs
#	Content.Shared/Weapons/Reflect/ReflectSystem.cs
#	Resources/Locale/en-US/_strings/plants/mutations.ftl
#	Resources/Locale/en-US/_strings/stack/stacks.ftl
#	Resources/Locale/en-US/_strings/teleportation/teleportation-menu-gui.ftl
#	Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml
#	Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml
#	Resources/Prototypes/Entities/Objects/Power/powercells.yml
#	Resources/Prototypes/Entities/Objects/Specific/Cargo/cargo_pallet.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Entities/Stations/base.yml
#	Resources/Prototypes/Entities/Structures/Machines/nuke.yml
#	Resources/Prototypes/Reagents/toxins.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/clothing/clown_banana.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/machines/computer.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/mechs/hamtr_construction.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/mechs/honker_construction.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/mechs/ripley_construction.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/mechs/vim_construction.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/airlock.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/airlock_clockwork.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/blast_door.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/conveyor.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/firelock.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/glassbox.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/secretdoor.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/shuttle.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/windoor.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/tools/logic_gate.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/APC.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/air_alarms.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/disposal_machines.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/intercom.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/lighting.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/station_maps.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/wallmount_generator.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/wallmount_substation.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/weapons/bladed_hats.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/weapons/bola.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/weapons/improvised_arrow.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/weapons/modular_grenade.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/weapons/modular_mine.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/weapons/shiv.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/weapons/spear.yml
#	Resources/Prototypes/Recipes/Construction/structures.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/bots/cleanbot.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/bots/firebot.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/bots/honkbot.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/bots/medibot.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/bots/mimebot.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/bots/supplybot.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/firebomb.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/improvised_shotgun.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/improvised_shotgun_shell.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/pipebomb.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/pneumatic_cannon.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/potato.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/storage/cratefreezer.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/storage/tallbox.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/strawhat.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/toys.yml
#	Resources/Prototypes/Recipes/Crafting/improvised.yml
#	Resources/Prototypes/Recipes/Reactions/medicine.yml
#	Resources/Prototypes/Roles/Jobs/CentComm/official.yml
#	Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/equipped-NECK.png
#	Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/icon.png
#	Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/equipped-INNERCLOTHING.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/icon.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/equipped-INNERCLOTHING.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/icon.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/inhand-left.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/inhand-right.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/meta.json
2025-05-04 23:13:12 +03:00

195 lines
6.9 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared.VendingMachines;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
using FancyWindow = Content.Client.UserInterface.Controls.FancyWindow;
using Robust.Client.UserInterface;
using Content.Client.UserInterface.Controls;
using Content.Shared.IdentityManagement;
using Robust.Client.Graphics;
using Robust.Shared.Utility;
namespace Content.Client.VendingMachines.UI
{
[GenerateTypedNameReferences]
public sealed partial class VendingMachineMenu : FancyWindow
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private readonly Dictionary<EntProtoId, EntityUid> _dummies = [];
private readonly Dictionary<EntProtoId, (ListContainerButton Button, VendingMachineItem Item)> _listItems = new();
private readonly Dictionary<EntProtoId, uint> _amounts = new();
/// <summary>
/// Whether the vending machine is able to be interacted with or not.
/// </summary>
private bool _enabled;
public event Action<GUIBoundKeyEventArgs, ListData>? OnItemSelected;
public VendingMachineMenu()
{
MinSize = new Vector2(250, 150); // Sunrise-Resize
SetSize = new Vector2(450, 150); // Sunrise-Resize
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
VendingContents.SearchBar = SearchBar;
VendingContents.DataFilterCondition += DataFilterCondition;
VendingContents.GenerateItem += GenerateButton;
VendingContents.ItemKeyBindDown += (args, data) => OnItemSelected?.Invoke(args, data);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
// Don't clean up dummies during disposal or we'll just have to spawn them again
if (!disposing)
return;
// Delete any dummy items we spawned
foreach (var entity in _dummies.Values)
{
_entityManager.QueueDeleteEntity(entity);
}
_dummies.Clear();
}
private bool DataFilterCondition(string filter, ListData data)
{
if (data is not VendorItemsListData { ItemText: var text })
return false;
if (string.IsNullOrEmpty(filter))
return true;
return text.Contains(filter, StringComparison.CurrentCultureIgnoreCase);
}
private void GenerateButton(ListData data, ListContainerButton button)
{
if (data is not VendorItemsListData { ItemProtoID: var protoID, ItemText: var text })
return;
var item = new VendingMachineItem(protoID, text);
_listItems[protoID] = (button, item);
button.AddChild(item);
button.AddStyleClass("ButtonSquare");
button.Disabled = !_enabled || _amounts[protoID] == 0;
}
/// <summary>
/// Populates the list of available items on the vending machine interface
/// and sets icons based on their prototypes
/// </summary>
public void Populate(List<VendingMachineInventoryEntry> inventory, bool enabled)
{
_enabled = enabled;
_listItems.Clear();
_amounts.Clear();
if (inventory.Count == 0 && VendingContents.Visible)
{
SearchBar.Visible = false;
VendingContents.Visible = false;
var outOfStockLabel = new Label()
{
Text = Loc.GetString("vending-machine-component-try-eject-out-of-stock"),
Margin = new Thickness(4, 4),
HorizontalExpand = true,
VerticalAlignment = VAlignment.Stretch,
HorizontalAlignment = HAlignment.Center
};
MainContainer.AddChild(outOfStockLabel);
SetSizeAfterUpdate(outOfStockLabel.Text.Length, 0);
return;
}
var longestEntry = string.Empty;
var listData = new List<VendorItemsListData>();
for (var i = 0; i < inventory.Count; i++)
{
var entry = inventory[i];
if (!_prototypeManager.TryIndex(entry.ID, out var prototype))
{
_amounts[entry.ID] = 0;
continue;
}
if (!_dummies.TryGetValue(entry.ID, out var dummy))
{
dummy = _entityManager.Spawn(entry.ID);
_dummies.Add(entry.ID, dummy);
}
var itemName = Identity.Name(dummy, _entityManager);
var itemText = $"{itemName} [{entry.Amount}]";
_amounts[entry.ID] = entry.Amount;
if (itemText.Length > longestEntry.Length)
longestEntry = itemText;
listData.Add(new VendorItemsListData(prototype.ID, i)
{
ItemText = itemText,
});
}
VendingContents.PopulateList(listData);
SetSizeAfterUpdate(longestEntry.Length, inventory.Count);
}
/// <summary>
/// Updates text entries for vending data in place without modifying the list controls.
/// </summary>
public void UpdateAmounts(List<VendingMachineInventoryEntry> cachedInventory, bool enabled)
{
_enabled = enabled;
foreach (var proto in _dummies.Keys)
{
if (!_listItems.TryGetValue(proto, out var button))
continue;
var dummy = _dummies[proto];
if (!cachedInventory.TryFirstOrDefault(o => o.ID == proto, out var entry))
continue;
var amount = entry.Amount;
// Could be better? Problem is all inventory entries get squashed.
var text = GetItemText(dummy, amount);
button.Item.SetText(text);
button.Button.Disabled = !enabled || amount == 0;
}
}
private string GetItemText(EntityUid dummy, uint amount)
{
var itemName = Identity.Name(dummy, _entityManager);
return $"{itemName} [{amount}]";
}
private void SetSizeAfterUpdate(int longestEntryLength, int contentCount)
{
SetSize = new Vector2(Math.Clamp((longestEntryLength + 2) * 12, 250, 400),
Math.Clamp(contentCount * 50, 150, 350));
}
}
public record VendorItemsListData(EntProtoId ItemProtoID, int ItemIndex) : ListData
{
public string ItemText = string.Empty;
}
}