Various item status fixes/tweaks (#27267)

* Always display item status panel fully

Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that.

* Fix item status middle hand being on the wrong side

I think I switched this around when fixing the left/right being inverted in the UI code.

* Minor status panel UI tweaks

Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps.

Clip contents for panel

* Fix clipping on implanters and network configurators.

Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text.

* Update visibility of item status panels based on whether you have hands at all.

This avoids UI for borgs looking silly.

Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code.

* Use BulletRender for laser guns too.

Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now.

This involved generalizing BulletRender a bit so it can be used for not-just-bullets.

* Fix geiger word wrapping if you're really fucked
This commit is contained in:
Pieter-Jan Briers
2024-04-24 16:01:31 +02:00
committed by GitHub
parent 38f490e5eb
commit 7b90c08a2c
16 changed files with 338 additions and 185 deletions

View File

@@ -116,7 +116,7 @@ public sealed partial class GunSystem
public sealed class BoxesStatusControl : Control
{
private readonly BoxContainer _bulletsList;
private readonly BatteryBulletRenderer _bullets;
private readonly Label _ammoCount;
public BoxesStatusControl()
@@ -128,27 +128,18 @@ public sealed partial class GunSystem
AddChild(new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Horizontal,
HorizontalExpand = true,
Children =
{
new Control
(_bullets = new BatteryBulletRenderer
{
HorizontalExpand = true,
Children =
{
(_bulletsList = new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Horizontal,
VerticalAlignment = VAlignment.Center,
SeparationOverride = 4
}),
}
},
new Control() { MinSize = new Vector2(5, 0) },
Margin = new Thickness(0, 0, 5, 0),
HorizontalExpand = true
}),
(_ammoCount = new Label
{
StyleClasses = { StyleNano.StyleClassItemStatus },
HorizontalAlignment = HAlignment.Right,
VerticalAlignment = VAlignment.Bottom
}),
}
});
@@ -156,46 +147,12 @@ public sealed partial class GunSystem
public void Update(int count, int max)
{
_bulletsList.RemoveAllChildren();
_ammoCount.Visible = true;
_ammoCount.Text = $"x{count:00}";
max = Math.Min(max, 8);
FillBulletRow(_bulletsList, count, max);
}
private static void FillBulletRow(Control container, int count, int capacity)
{
var colorGone = Color.FromHex("#000000");
var color = Color.FromHex("#E00000");
// Draw the empty ones
for (var i = count; i < capacity; i++)
{
container.AddChild(new PanelContainer
{
PanelOverride = new StyleBoxFlat()
{
BackgroundColor = colorGone,
},
MinSize = new Vector2(10, 15),
});
}
// Draw the full ones, but limit the count to the capacity
count = Math.Min(count, capacity);
for (var i = 0; i < count; i++)
{
container.AddChild(new PanelContainer
{
PanelOverride = new StyleBoxFlat()
{
BackgroundColor = color,
},
MinSize = new Vector2(10, 15),
});
}
_bullets.Capacity = max;
_bullets.Count = count;
}
}