Files
wwdpublic/Content.Client/UserInterface/Controls/RadialMenu.cs
Kai5 091a8ff433 [GoobPort] WIZ REAL (#465)
* Уэээээээ

* Почти настрадались

* Скоро конец....

* СКОРО

* Мышки плакали, кололись, но продолжали упорно жрать кактус

* Все ближе!

* Это такой конец?

* Книжка говна

* фиксики

* ОНО ЖИВОЕ

* Телепорт

* разное

* Added byond

* ивенты теперь работают

* Разфикс телепорта

* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?

* Разное

* Еще многа всего

* Многа разнава

* Скоро конец....

* ЭТО КОНЕЦ

* Фикс линтера (ну, или я на это надеюсь)

* Еще один фикс линтера

* Победа!

* фиксики

* пу пу пу

* Фикс подмастерья

* Мисклик

* Высокочастотный меч

* Неймспейсы

* Пул способностей мага
2025-04-26 10:18:58 +03:00

577 lines
18 KiB
C#

using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using System.Linq;
using System.Numerics;
using Robust.Client.Graphics;
namespace Content.Client.UserInterface.Controls;
[Virtual]
public class RadialMenu : BaseWindow
{
/// <summary>
/// Contextual button used to traverse through previous layers of the radial menu
/// </summary>
public TextureButton? ContextualButton { get; set; }
/// <summary>
/// Set a style class to be applied to the contextual button when it is set to move the user back through previous layers of the radial menu
/// </summary>
public string? BackButtonStyleClass
{
get
{
return _backButtonStyleClass;
}
set
{
_backButtonStyleClass = value;
if (_path.Count > 0 && ContextualButton != null && _backButtonStyleClass != null)
ContextualButton.SetOnlyStyleClass(_backButtonStyleClass);
}
}
/// <summary>
/// Set a style class to be applied to the contextual button when it will close the radial menu
/// </summary>
public string? CloseButtonStyleClass
{
get
{
return _closeButtonStyleClass;
}
set
{
_closeButtonStyleClass = value;
if (_path.Count == 0 && ContextualButton != null && _closeButtonStyleClass != null)
ContextualButton.SetOnlyStyleClass(_closeButtonStyleClass);
}
}
private List<Control> _path = new();
private string? _backButtonStyleClass;
private string? _closeButtonStyleClass;
/// <summary>
/// A free floating menu which enables the quick display of one or more radial containers
/// </summary>
/// <remarks>
/// Only one radial container is visible at a time (each container forming a separate 'layer' within
/// the menu), along with a contextual button at the menu center, which will either return the user
/// to the previous layer or close the menu if there are no previous layers left to traverse.
/// To create a functional radial menu, simply parent one or more named radial containers to it,
/// and populate the radial containers with RadialMenuButtons. Setting the TargetLayer field of these
/// buttons to the name of a radial conatiner will display the container in question to the user
/// whenever it is clicked in additon to any other actions assigned to the button
/// </remarks>
public RadialMenu()
{
// Hide all starting children (if any) except the first (this is the active layer)
if (ChildCount > 1)
{
for (int i = 1; i < ChildCount; i++)
GetChild(i).Visible = false;
}
// Auto generate a contextual button for moving back through visited layers
ContextualButton = new TextureButton()
{
HorizontalAlignment = HAlignment.Center,
VerticalAlignment = VAlignment.Center,
SetSize = new Vector2(64f, 64f),
};
ContextualButton.OnButtonUp += _ => ReturnToPreviousLayer();
AddChild(ContextualButton);
// Hide any further add children, unless its promoted to the active layer
OnChildAdded += child => child.Visible = (GetCurrentActiveLayer() == child);
}
private Control? GetCurrentActiveLayer()
{
var children = Children.Where(x => x != ContextualButton);
if (!children.Any())
return null;
return children.First(x => x.Visible);
}
public bool TryToMoveToNewLayer(string newLayer)
{
if (newLayer == string.Empty)
return false;
var currentLayer = GetCurrentActiveLayer();
if (currentLayer == null)
return false;
var result = false;
foreach (var child in Children)
{
if (child == ContextualButton)
continue;
// Hide layers which are not of interest
if (result == true || child.Name != newLayer)
{
child.Visible = false;
}
// Show the layer of interest
else
{
child.Visible = true;
result = true;
}
}
// Update the traversal path
if (result)
_path.Add(currentLayer);
// Set the style class of the button
if (_path.Count > 0 && ContextualButton != null && BackButtonStyleClass != null)
ContextualButton.SetOnlyStyleClass(BackButtonStyleClass);
return result;
}
public void ReturnToPreviousLayer()
{
// Close the menu if the traversal path is empty
if (_path.Count == 0)
{
Close();
return;
}
var lastChild = _path[^1];
// Hide all children except the contextual button
foreach (var child in Children)
{
if (child != ContextualButton)
child.Visible = false;
}
// Make the last visited layer visible, update the path list
lastChild.Visible = true;
_path.RemoveAt(_path.Count - 1);
// Set the style class of the button
if (_path.Count == 0 && ContextualButton != null && CloseButtonStyleClass != null)
ContextualButton.SetOnlyStyleClass(CloseButtonStyleClass);
}
}
[Virtual]
public class RadialMenuButton : Button
{
/// <summary>
/// Upon clicking this button the radial menu will transition to the named layer
/// </summary>
public string? TargetLayer { get; set; }
/// <summary>
/// A simple button that can move the user to a different layer within a radial menu
/// </summary>
public RadialMenuButton()
{
OnButtonUp += OnClicked;
}
private void OnClicked(ButtonEventArgs args)
{
if (TargetLayer == null || TargetLayer == string.Empty)
return;
var parent = FindParentMultiLayerContainer(this);
if (parent == null)
return;
parent.TryToMoveToNewLayer(TargetLayer);
}
private RadialMenu? FindParentMultiLayerContainer(Control control)
{
foreach (var ancestor in control.GetSelfAndLogicalAncestors())
{
if (ancestor is RadialMenu)
return ancestor as RadialMenu;
}
return null;
}
}
[Virtual]
public class RadialMenuTextureButton : TextureButton
{
/// <summary>
/// Upon clicking this button the radial menu will be moved to the named layer
/// </summary>
public string TargetLayer { get; set; } = string.Empty;
/// <summary>
/// A simple texture button that can move the user to a different layer within a radial menu
/// </summary>
public RadialMenuTextureButton()
{
OnButtonUp += OnClicked;
}
private void OnClicked(ButtonEventArgs args)
{
if (TargetLayer == string.Empty)
return;
var parent = FindParentMultiLayerContainer(this);
if (parent == null)
return;
parent.TryToMoveToNewLayer(TargetLayer);
}
private RadialMenu? FindParentMultiLayerContainer(Control control)
{
foreach (var ancestor in control.GetSelfAndLogicalAncestors())
{
if (ancestor is RadialMenu)
return ancestor as RadialMenu;
}
return null;
}
}
public interface IRadialMenuItemWithSector
{
/// <summary>
/// Angle in radian where button sector should start.
/// </summary>
public float AngleSectorFrom { set; }
/// <summary>
/// Angle in radian where button sector should end.
/// </summary>
public float AngleSectorTo { set; }
/// <summary>
/// Outer radius for drawing segment and pointer detection.
/// </summary>
public float OuterRadius { set; }
/// <summary>
/// Outer radius for drawing segment and pointer detection.
/// </summary>
public float InnerRadius { set; }
/// <summary>
/// Offset in radian by which menu button should be rotated.
/// </summary>
public float AngleOffset { set; }
/// <summary>
/// Coordinates of center in parent component - button container.
/// </summary>
public Vector2 ParentCenter { set; }
}
[Virtual]
public class RadialMenuTextureButtonWithSector : RadialMenuTextureButton, IRadialMenuItemWithSector
{
private Vector2[]? _sectorPointsForDrawing;
private float _angleSectorFrom;
private float _angleSectorTo;
private float _outerRadius;
private float _innerRadius;
private float _angleOffset;
private bool _isWholeCircle;
private Vector2? _parentCenter;
private Color _backgroundColorSrgb = Color.ToSrgb(new Color(70, 73, 102, 128));
private Color _hoverBackgroundColorSrgb = Color.ToSrgb(new Color(87, 91, 127, 128));
private Color _borderColorSrgb = Color.ToSrgb(new Color(173, 216, 230, 70));
private Color _hoverBorderColorSrgb = Color.ToSrgb(new Color(87, 91, 127, 128));
/// <summary>
/// Marker, that control should render border of segment. Is false by default.
/// </summary>
/// <remarks>
/// By default color of border is same as color of background. Use <see cref="BorderColor"/>
/// and <see cref="HoverBorderColor"/> to change it.
/// </remarks>
public bool DrawBorder { get; set; } = false;
/// <summary>
/// Marker, that control should render background of all sector. Is true by default.
/// </summary>
public bool DrawBackground { get; set; } = true;
/// <summary>
/// Marker, that control should render separator lines.
/// Separator lines are used to visually separate sector of radial menu items.
/// Is true by default
/// </summary>
public bool DrawSeparators { get; set; } = true;
/// <summary>
/// Color of background in non-hovered state. Accepts RGB color, works with sRGB for DrawPrimitive internally.
/// </summary>
public Color BackgroundColor
{
get => Color.FromSrgb(_backgroundColorSrgb);
set => _backgroundColorSrgb = Color.ToSrgb(value);
}
/// <summary>
/// Color of background in hovered state. Accepts RGB color, works with sRGB for DrawPrimitive internally.
/// </summary>
public Color HoverBackgroundColor
{
get => Color.FromSrgb(_hoverBackgroundColorSrgb);
set => _hoverBackgroundColorSrgb = Color.ToSrgb(value);
}
/// <summary>
/// Color of button border. Accepts RGB color, works with sRGB for DrawPrimitive internally.
/// </summary>
public Color BorderColor
{
get => Color.FromSrgb(_borderColorSrgb);
set => _borderColorSrgb = Color.ToSrgb(value);
}
/// <summary>
/// Color of button border when button is hovered. Accepts RGB color, works with sRGB for DrawPrimitive internally.
/// </summary>
public Color HoverBorderColor
{
get => Color.FromSrgb(_hoverBorderColorSrgb);
set => _hoverBorderColorSrgb = Color.ToSrgb(value);
}
/// <summary>
/// Color of separator lines.
/// Separator lines are used to visually separate sector of radial menu items.
/// </summary>
public Color SeparatorColor { get; set; } = new Color(128, 128, 128, 128);
/// <inheritdoc />
float IRadialMenuItemWithSector.AngleSectorFrom
{
set
{
_angleSectorFrom = value;
_isWholeCircle = IsWholeCircle(value, _angleSectorTo);
}
}
/// <inheritdoc />
float IRadialMenuItemWithSector.AngleSectorTo
{
set
{
_angleSectorTo = value;
_isWholeCircle = IsWholeCircle(_angleSectorFrom, value);
}
}
/// <inheritdoc />
float IRadialMenuItemWithSector.OuterRadius { set => _outerRadius = value; }
/// <inheritdoc />
float IRadialMenuItemWithSector.InnerRadius { set => _innerRadius = value; }
/// <inheritdoc />
public float AngleOffset { set => _angleOffset = value; }
/// <inheritdoc />
Vector2 IRadialMenuItemWithSector.ParentCenter { set => _parentCenter = value; }
/// <summary>
/// A simple texture button that can move the user to a different layer within a radial menu
/// </summary>
public RadialMenuTextureButtonWithSector()
{
}
/// <inheritdoc />
protected override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
if (_parentCenter == null)
{
return;
}
// draw sector where space that button occupies actually is
var containerCenter = (_parentCenter.Value - Position) * UIScale;
var angleFrom = _angleSectorFrom + _angleOffset;
var angleTo = _angleSectorTo + _angleOffset;
if (DrawBackground)
{
var segmentColor = DrawMode == DrawModeEnum.Hover
? _hoverBackgroundColorSrgb
: _backgroundColorSrgb;
DrawAnnulusSector(handle, containerCenter, _innerRadius * UIScale, _outerRadius * UIScale, angleFrom, angleTo, segmentColor);
}
if (DrawBorder)
{
var borderColor = DrawMode == DrawModeEnum.Hover
? _hoverBorderColorSrgb
: _borderColorSrgb;
DrawAnnulusSector(handle, containerCenter, _innerRadius * UIScale, _outerRadius * UIScale, angleFrom, angleTo, borderColor, false);
}
if (!_isWholeCircle && DrawSeparators)
{
DrawSeparatorLines(handle, containerCenter, _innerRadius * UIScale, _outerRadius * UIScale, angleFrom, angleTo, SeparatorColor);
}
}
/// <inheritdoc />
protected override bool HasPoint(Vector2 point)
{
if (_parentCenter == null)
{
return base.HasPoint(point);
}
var outerRadiusSquared = _outerRadius * _outerRadius;
var innerRadiusSquared = _innerRadius * _innerRadius;
var distSquared = (point + Position - _parentCenter.Value).LengthSquared();
var isInRadius = distSquared < outerRadiusSquared && distSquared > innerRadiusSquared;
if (!isInRadius)
{
return false;
}
// difference from the center of the parent to the `point`
var pointFromParent = point + Position - _parentCenter.Value;
// Flip Y to get from ui coordinates to natural coordinates
var angle = MathF.Atan2(-pointFromParent.Y, pointFromParent.X) - _angleOffset;
if (angle < 0)
{
// atan2 range is -pi->pi, while angle sectors are
// 0->2pi, so remap the result into that range
angle = MathF.PI * 2 + angle;
}
var isInAngle = angle >= _angleSectorFrom && angle < _angleSectorTo;
return isInAngle;
}
/// <summary>
/// Draw segment between two concentrated circles from and to certain angles.
/// </summary>
/// <param name="drawingHandleScreen">Drawing handle, to which rendering should be delegated.</param>
/// <param name="center">Point where circle center should be.</param>
/// <param name="radiusInner">Radius of internal circle.</param>
/// <param name="radiusOuter">Radius of external circle.</param>
/// <param name="angleSectorFrom">Angle in radian, from which sector should start.</param>
/// <param name="angleSectorTo">Angle in radian, from which sector should start.</param>
/// <param name="color">Color for drawing.</param>
/// <param name="filled">Should figure be filled, or have only border.</param>
private void DrawAnnulusSector(
DrawingHandleScreen drawingHandleScreen,
Vector2 center,
float radiusInner,
float radiusOuter,
float angleSectorFrom,
float angleSectorTo,
Color color,
bool filled = true
)
{
const float minimalSegmentSize = MathF.Tau / 128f;
var requestedSegmentSize = angleSectorTo - angleSectorFrom;
var segmentCount = (int)(requestedSegmentSize / minimalSegmentSize) + 1;
var anglePerSegment = requestedSegmentSize / (segmentCount - 1);
var bufferSize = segmentCount * 2;
if (_sectorPointsForDrawing == null || _sectorPointsForDrawing.Length != bufferSize)
{
_sectorPointsForDrawing ??= new Vector2[bufferSize];
}
for (var i = 0; i < segmentCount; i++)
{
var angle = angleSectorFrom + anglePerSegment * i;
// Flip Y to get from ui coordinates to natural coordinates
var unitPos = new Vector2(MathF.Cos(angle), -MathF.Sin(angle));
var outerPoint = center + unitPos * radiusOuter;
var innerPoint = center + unitPos * radiusInner;
if (filled)
{
// to make filled sector we need to create strip from triangles
_sectorPointsForDrawing[i * 2] = outerPoint;
_sectorPointsForDrawing[i * 2 + 1] = innerPoint;
}
else
{
// to make border of sector we need points ordered as sequences on radius
_sectorPointsForDrawing[i] = outerPoint;
_sectorPointsForDrawing[bufferSize - 1 - i] = innerPoint;
}
}
var type = filled
? DrawPrimitiveTopology.TriangleStrip
: DrawPrimitiveTopology.LineStrip;
drawingHandleScreen.DrawPrimitives(type, _sectorPointsForDrawing, color);
}
private static void DrawSeparatorLines(
DrawingHandleScreen drawingHandleScreen,
Vector2 center,
float radiusInner,
float radiusOuter,
float angleSectorFrom,
float angleSectorTo,
Color color
)
{
var fromPoint = new Angle(-angleSectorFrom).RotateVec(Vector2.UnitX);
drawingHandleScreen.DrawLine(
center + fromPoint * radiusOuter,
center + fromPoint * radiusInner,
color
);
var toPoint = new Angle(-angleSectorTo).RotateVec(Vector2.UnitX);
drawingHandleScreen.DrawLine(
center + toPoint * radiusOuter,
center + toPoint * radiusInner,
color
);
}
private static bool IsWholeCircle(float angleSectorFrom, float angleSectorTo)
{
return new Angle(angleSectorFrom).EqualsApprox(new Angle(angleSectorTo));
}
}