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wwdpublic/Content.Client/Paper/UI/PaperWindow.xaml.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

301 lines
13 KiB
C#

using System.Numerics;
using Content.Shared.Paper;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Utility;
using Robust.Client.UserInterface.RichText;
using Robust.Shared.Input;
namespace Content.Client.Paper.UI
{
[GenerateTypedNameReferences]
public sealed partial class PaperWindow : BaseWindow
{
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IResourceCache _resCache = default!;
private static Color DefaultTextColor = new(25, 25, 25);
// <summary>
// Size of resize handles around the paper
private const int DRAG_MARGIN_SIZE = 16;
// We keep a reference to the paper content texture that we create
// so that we can modify it later.
private StyleBoxTexture _paperContentTex = new();
// The number of lines that the content image represents.
// See PaperVisualsComponent.ContentImageNumLines.
private float _paperContentLineScale = 1.0f;
// If paper limits the size in one or both axes, it'll affect whether
// we're able to resize this UI or not. Default to everything enabled:
private DragMode _allowedResizeModes = ~DragMode.None;
private readonly Type[] _allowedTags = new Type[] {
typeof(BoldItalicTag),
typeof(BoldTag),
typeof(BulletTag),
typeof(ColorTag),
typeof(HeadingTag),
typeof(ItalicTag)
};
public event Action<string>? OnSaved;
public PaperWindow()
{
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);
// We can't configure the RichTextLabel contents from xaml, so do it here:
BlankPaperIndicator.SetMessage(Loc.GetString("paper-ui-blank-page-message"), null, DefaultTextColor);
// Hook up the close button:
CloseButton.OnPressed += _ => Close();
Input.OnKeyBindDown += args => // Solution while TextEdit don't have events
{
if (args.Function == EngineKeyFunctions.MultilineTextSubmit)
{
RunOnSaved();
args.Handle();
}
};
SaveButton.OnPressed += _ =>
{
RunOnSaved();
};
SaveButton.Text = Loc.GetString("paper-ui-save-button",
("keybind", _inputManager.GetKeyFunctionButtonString(EngineKeyFunctions.MultilineTextSubmit)));
}
/// <summary>
/// Initialize this UI according to <code>visuals</code> Initializes
/// textures, recalculates sizes, and applies some layout rules.
/// </summary>
public void InitVisuals(EntityUid entity, PaperVisualsComponent visuals)
{
// Randomize the placement of any stamps based on the entity UID
// so that there's some variety in different papers.
StampDisplay.PlacementSeed = (int)entity;
// Initialize the background:
PaperBackground.ModulateSelfOverride = visuals.BackgroundModulate;
var backgroundImage = visuals.BackgroundImagePath != null? _resCache.GetResource<TextureResource>(visuals.BackgroundImagePath) : null;
if (backgroundImage != null)
{
var backgroundImageMode = visuals.BackgroundImageTile ? StyleBoxTexture.StretchMode.Tile : StyleBoxTexture.StretchMode.Stretch;
var backgroundPatchMargin = visuals.BackgroundPatchMargin;
PaperBackground.PanelOverride = new StyleBoxTexture
{
Texture = backgroundImage,
TextureScale = visuals.BackgroundScale,
Mode = backgroundImageMode,
PatchMarginLeft = backgroundPatchMargin.Left,
PatchMarginBottom = backgroundPatchMargin.Bottom,
PatchMarginRight = backgroundPatchMargin.Right,
PatchMarginTop = backgroundPatchMargin.Top
};
}
else
{
PaperBackground.PanelOverride = null;
}
// Then the header:
if (visuals.HeaderImagePath != null)
{
HeaderImage.TexturePath = visuals.HeaderImagePath;
HeaderImage.MinSize = HeaderImage.TextureNormal?.Size ?? Vector2.Zero;
}
HeaderImage.ModulateSelfOverride = visuals.HeaderImageModulate;
HeaderImage.Margin = new Thickness(visuals.HeaderMargin.Left, visuals.HeaderMargin.Top,
visuals.HeaderMargin.Right, visuals.HeaderMargin.Bottom);
PaperContent.ModulateSelfOverride = visuals.ContentImageModulate;
WrittenTextLabel.ModulateSelfOverride = visuals.FontAccentColor;
var contentImage = visuals.ContentImagePath != null ? _resCache.GetResource<TextureResource>(visuals.ContentImagePath) : null;
if (contentImage != null)
{
// Setup the paper content texture, but keep a reference to it, as we can't set
// some font-related properties here. We'll fix those up later, in Draw()
_paperContentTex = new StyleBoxTexture
{
Texture = contentImage,
Mode = StyleBoxTexture.StretchMode.Tile,
};
PaperContent.PanelOverride = _paperContentTex;
_paperContentLineScale = visuals.ContentImageNumLines;
}
PaperContent.Margin = new Thickness(
visuals.ContentMargin.Left, visuals.ContentMargin.Top,
visuals.ContentMargin.Right, visuals.ContentMargin.Bottom);
if (visuals.MaxWritableArea != null)
{
var a = (Vector2)visuals.MaxWritableArea;
// Paper has requested that this has a maximum area that you can write on.
// So, we'll make the window non-resizable and fix the size of the content.
// Ideally, would like to be able to allow resizing only one direction.
ScrollingContents.MinSize = Vector2.Zero;
ScrollingContents.MinSize = a;
if (a.X > 0.0f)
{
ScrollingContents.MaxWidth = a.X;
_allowedResizeModes &= ~(DragMode.Left | DragMode.Right);
// Since this dimension has been specified by the user, we
// need to undo the SetSize which was configured in the xaml.
// Controls use NaNs to indicate unset for this value.
// This is leaky - there should be a method for this
SetWidth = float.NaN;
}
if (a.Y > 0.0f)
{
ScrollingContents.MaxHeight = a.Y;
_allowedResizeModes &= ~(DragMode.Top | DragMode.Bottom);
SetHeight = float.NaN;
}
}
}
/// <summary>
/// Control interface. We'll mostly rely on the children to do the drawing
/// but in order to get lines on paper to match up with the rich text labels,
/// we need to do a small calculation to sync them up.
/// </summary>
protected override void Draw(DrawingHandleScreen handle)
{
// Now do the deferred setup of the written area. At the point
// that InitVisuals runs, the label hasn't had it's style initialized
// so we need to get some info out now:
if (WrittenTextLabel.TryGetStyleProperty<Font>("font", out var font))
{
float fontLineHeight = font.GetLineHeight(1.0f);
// This positions the texture so the font baseline is on the bottom:
_paperContentTex.ExpandMarginTop = font.GetDescent(UIScale);
// And this scales the texture so that it's a single text line:
var scaleY = (_paperContentLineScale * fontLineHeight) / _paperContentTex.Texture?.Height ?? fontLineHeight;
_paperContentTex.TextureScale = new Vector2(1, scaleY);
// Now, we might need to add some padding to the text to ensure
// that, even if a header is specified, the text will line up with
// where the content image expects the font to be rendered (i.e.,
// adjusting the height of the header image shouldn't cause the
// text to be offset from a line)
{
var headerHeight = HeaderImage.Size.Y + HeaderImage.Margin.Top + HeaderImage.Margin.Bottom;
var headerInLines = headerHeight / (fontLineHeight * _paperContentLineScale);
var paddingRequiredInLines = (float)Math.Ceiling(headerInLines) - headerInLines;
var verticalMargin = fontLineHeight * paddingRequiredInLines * _paperContentLineScale;
TextAlignmentPadding.Margin = new Thickness(0.0f, verticalMargin, 0.0f, 0.0f);
}
}
base.Draw(handle);
}
/// <summary>
/// Initialize the paper contents, i.e. the text typed by the
/// user and any stamps that have peen put on the page.
/// </summary>
public void Populate(SharedPaperComponent.PaperBoundUserInterfaceState state)
{
bool isEditing = state.Mode == SharedPaperComponent.PaperAction.Write;
bool wasEditing = InputContainer.Visible;
InputContainer.Visible = isEditing;
EditButtons.Visible = isEditing;
var msg = new FormattedMessage();
msg.AddMarkupPermissive(state.Text);
// For premade documents, we want to be able to edit them rather than
// replace them.
var shouldCopyText = 0 == Input.TextLength && 0 != state.Text.Length;
if (!wasEditing || shouldCopyText)
{
// We can get repeated messages with state.Mode == Write if another
// player opens the UI for reading. In this case, don't update the
// text input, as this player is currently writing new text and we
// don't want to lose any text they already input.
Input.TextRope = Rope.Leaf.Empty;
Input.CursorPosition = new TextEdit.CursorPos();
Input.InsertAtCursor(state.Text);
}
for (var i = 0; i <= state.StampedBy.Count * 3 + 1; i++)
{
msg.AddMarkupPermissive("\r\n");
}
WrittenTextLabel.SetMessage(msg, _allowedTags, DefaultTextColor);
WrittenTextLabel.Visible = !isEditing && state.Text.Length > 0;
BlankPaperIndicator.Visible = !isEditing && state.Text.Length == 0;
StampDisplay.RemoveAllChildren();
StampDisplay.RemoveStamps();
foreach(var stamper in state.StampedBy)
{
StampDisplay.AddStamp(new StampWidget{ StampInfo = stamper });
}
}
/// <summary>
/// BaseWindow interface. Allow users to drag UI around by grabbing
/// anywhere on the page (like FancyWindow) but try to calculate
/// reasonable dragging bounds because this UI can have round corners,
/// and it can be hard to judge where to click to resize.
/// </summary>
protected override DragMode GetDragModeFor(Vector2 relativeMousePos)
{
var mode = DragMode.None;
// Be quite generous with resize margins:
if (relativeMousePos.Y < DRAG_MARGIN_SIZE)
{
mode |= DragMode.Top;
}
else if (relativeMousePos.Y > Size.Y - DRAG_MARGIN_SIZE)
{
mode |= DragMode.Bottom;
}
if (relativeMousePos.X < DRAG_MARGIN_SIZE)
{
mode |= DragMode.Left;
}
else if (relativeMousePos.X > Size.X - DRAG_MARGIN_SIZE)
{
mode |= DragMode.Right;
}
if((mode & _allowedResizeModes) == DragMode.None)
{
return DragMode.Move;
}
return mode & _allowedResizeModes;
}
private void RunOnSaved()
{
OnSaved?.Invoke(Rope.Collapse(Input.TextRope));
}
}
}