fish-station/Content.Shared/CCVar/CCVars.Interface.cs
Vigers Ray 84c607c84a Merge remote-tracking branch 'space-wizards/master'
# Conflicts:
#	Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTab.xaml.cs
#	Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml
#	Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs
#	Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabHeader.xaml
#	Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabHeader.xaml.cs
#	Content.Server/Administration/Systems/AdminSystem.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Ghost/GhostSystem.cs
#	Resources/Locale/en-US/_strings/administration/antag.ftl
#	Resources/Locale/en-US/_strings/administration/commands/adminnotes.ftl
#	Resources/Locale/en-US/_strings/construction/components/block-anchor-component.ftl
#	Resources/Locale/en-US/_strings/power/commands.ftl
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml
#	Resources/Textures/Interface/Misc/job_icons.rsi/meta.json
#	Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/chili.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/corn.rsi/meta.json
#	Resources/Textures/Objects/Specific/Hydroponics/corn.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/eggplant.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/eggy.rsi/meta.json
#	Resources/Textures/Objects/Specific/Hydroponics/lemon.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/onion_red.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/potato.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/sugarcane.rsi/produce.png
#	Resources/Textures/Objects/Specific/Hydroponics/tomato.rsi/produce.png
2025-03-27 20:37:49 +03:00

108 lines
4.8 KiB
C#

using Robust.Shared.Configuration;
namespace Content.Shared.CCVar;
public sealed partial class CCVars
{
/// <summary>
/// The sound played when clicking a UI button
/// </summary>
// Sunrise-Edit
public static readonly CVarDef<string> UIClickSound =
CVarDef.Create("interface.click_sound", "/Audio/_Sunrise/UserInterface/button_click.ogg", CVar.REPLICATED);
/// <summary>
/// The sound played when the mouse hovers over a clickable UI element
/// </summary>
// Sunrise-Edit
public static readonly CVarDef<string> UIHoverSound =
CVarDef.Create("interface.hover_sound", "/Audio/_Sunrise/UserInterface/button_hover.ogg", CVar.REPLICATED);
/// <summary>
/// The layout style of the UI
/// </summary>
public static readonly CVarDef<string> UILayout =
CVarDef.Create("ui.layout", "Default", CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// The dimensions for the chat window in Default UI mode
/// </summary>
public static readonly CVarDef<string> DefaultScreenChatSize =
CVarDef.Create("ui.default_chat_size", "", CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// The width of the chat panel in Separated UI mode
/// </summary>
public static readonly CVarDef<string> SeparatedScreenChatSize =
CVarDef.Create("ui.separated_chat_size", "0.6,0", CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<bool> OutlineEnabled =
CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
/// <summary>
/// If true, the admin overlay will be displayed in the old style (showing only "ANTAG")
/// </summary>
public static readonly CVarDef<bool> AdminOverlayClassic =
CVarDef.Create("ui.admin_overlay_classic", false, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the admin overlay will display the total time of the players
/// </summary>
public static readonly CVarDef<bool> AdminOverlayPlaytime =
CVarDef.Create("ui.admin_overlay_playtime", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the admin overlay will display the players starting position.
/// </summary>
public static readonly CVarDef<bool> AdminOverlayStartingJob =
CVarDef.Create("ui.admin_overlay_starting_job", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the admin window player tab will show different antag symbols for each role type
/// </summary>
public static readonly CVarDef<bool> AdminPlayerlistSeparateSymbols =
CVarDef.Create("ui.admin_playerlist_separate_symbols", false, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, characters with antag role types will have their names colored by their role type
/// </summary>
public static readonly CVarDef<bool> AdminPlayerlistHighlightedCharacterColor =
CVarDef.Create("ui.admin_playerlist_highlighted_character_color", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the Role Types column will be colored
/// </summary>
public static readonly CVarDef<bool> AdminPlayerlistRoleTypeColor =
CVarDef.Create("ui.admin_playerlist_role_type_color", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// If true, the admin overlay will show antag symbols
/// </summary>
public static readonly CVarDef<bool> AdminOverlaySymbols =
CVarDef.Create("ui.admin_overlay_symbols", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// The range (in tiles) around the cursor within which the admin overlays of ghosts start to fade out
/// </summary>
public static readonly CVarDef<int> AdminOverlayGhostFadeDistance =
CVarDef.Create("ui.admin_overlay_ghost_fade_distance", 6, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// The range (in tiles) around the cursor within which the admin overlays of ghosts disappear
/// </summary>
public static readonly CVarDef<int> AdminOverlayGhostHideDistance =
CVarDef.Create("ui.admin_overlay_ghost_hide_distance", 2, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// The maximum range (in tiles) at which admin overlay entries still merge to form a stack
/// Recommended to keep under 1, otherwise the overlays of people sitting next to each other will stack
/// </summary>
public static readonly CVarDef<float> AdminOverlayMergeDistance =
CVarDef.Create("ui.admin_overlay_merge_distance", 0.33f, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// The maximum size that an overlay stack can reach. Additional overlays will be superimposed over the last one.
/// </summary>
public static readonly CVarDef<int> AdminOverlayStackMax =
CVarDef.Create("ui.admin_overlay_stack_max", 3, CVar.CLIENTONLY | CVar.ARCHIVE);
}