Files
wwdpublic/Content.Client/UserInterface/Systems/Ghost/Controls/Roles/GhostRoleButtonsBox.xaml.cs
astriloqua f133ae7740 QoL for Ghost Role UI (#2284)
# Description

Ports over collapsible ghost role user interface, alongside making the
ghost roles button red only when count increases from last view.
Video under media.

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<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/c23ca06d-a4ef-413d-be3a-6980b456e5f3

</p>
</details>

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# Changelog

🆑
- tweak: Ported over ghost role UI QoL

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Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com>
Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com>
Co-authored-by: Dakota <72140289+1337Dakota@users.noreply.github.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
2025-07-20 13:10:18 +10:00

56 lines
2.1 KiB
C#

using System.Numerics;
using Content.Shared.Ghost.Roles;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface.Systems.Ghost.Controls.Roles
{
[GenerateTypedNameReferences]
public sealed partial class GhostRoleButtonsBox : BoxContainer
{
private SpriteSystem _spriteSystem;
public event Action<GhostRoleInfo>? OnRoleSelected;
public event Action<GhostRoleInfo>? OnRoleFollow;
public GhostRoleButtonsBox(bool hasAccess, FormattedMessage? reason, IEnumerable<GhostRoleInfo> roles, SpriteSystem spriteSystem)
{
RobustXamlLoader.Load(this);
_spriteSystem = spriteSystem;
foreach (var role in roles)
{
var button = new GhostRoleEntryButtons(role);
button.RequestButton.OnPressed += _ => OnRoleSelected?.Invoke(role);
button.FollowButton.OnPressed += _ => OnRoleFollow?.Invoke(role);
if (!hasAccess)
{
button.RequestButton.Disabled = true;
if (reason != null && !reason.IsEmpty)
{
var tooltip = new Tooltip();
tooltip.SetMessage(reason);
button.RequestButton.TooltipSupplier = _ => tooltip;
}
button.RequestButton.AddChild(new TextureRect
{
TextureScale = new Vector2(0.4f, 0.4f),
Stretch = TextureRect.StretchMode.KeepCentered,
Texture = _spriteSystem.Frame0(new SpriteSpecifier.Texture(new ("/Textures/Interface/Nano/lock.svg.192dpi.png"))),
HorizontalExpand = true,
HorizontalAlignment = HAlignment.Right,
});
}
Buttons.AddChild(button);
}
}
}
}