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<DefaultWindow xmlns="https://spacestation14.io" | ||
xmlns:ui="clr-namespace:Content.Client.UserInterface.Controls" | ||
Title="{Loc language-menu-window-title}" | ||
SetSize="300 300"> | ||
<BoxContainer Orientation="Vertical" SeparationOverride="4" MinWidth="150"> | ||
<PanelContainer Name="CurrentLanguageContainer" Access="Public" StyleClasses="PdaBorderRect"> | ||
<Label Name="CurrentLanguageLabel" Access="Public" Text="Current Language:" HorizontalExpand="True"></Label> | ||
</PanelContainer> | ||
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<ui:HLine></ui:HLine> | ||
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<ScrollContainer HorizontalExpand="True" VerticalExpand="True" HScrollEnabled="False" VScrollEnabled="True" MinHeight="50"> | ||
<BoxContainer Name="OptionsList" Access="Public" HorizontalExpand="True" SeparationOverride="2" Orientation="Vertical"> | ||
<!-- The rest here is generated programmatically --> | ||
</BoxContainer> | ||
</ScrollContainer> | ||
</BoxContainer> | ||
</DefaultWindow> |
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using Content.Client.Language.Systems; | ||
using Content.Shared.Language; | ||
using Content.Shared.Language.Systems; | ||
using Robust.Client.AutoGenerated; | ||
using Robust.Client.UserInterface.Controls; | ||
using Robust.Client.UserInterface.CustomControls; | ||
using Robust.Client.UserInterface.XAML; | ||
using Robust.Shared.Console; | ||
using Robust.Shared.Utility; | ||
using Serilog; | ||
using static Content.Shared.Language.Systems.SharedLanguageSystem; | ||
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namespace Content.Client.Language; | ||
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[GenerateTypedNameReferences] | ||
public sealed partial class LanguageMenuWindow : DefaultWindow | ||
{ | ||
private readonly LanguageSystem _clientLanguageSystem; | ||
private readonly List<EntryState> _entries = new(); | ||
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public LanguageMenuWindow() | ||
{ | ||
RobustXamlLoader.Load(this); | ||
_clientLanguageSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<LanguageSystem>(); | ||
} | ||
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protected override void Opened() | ||
{ | ||
// Refresh the window when it gets opened. | ||
// This actually causes two refreshes: one immediately, and one after the server sends a state message. | ||
UpdateState(_clientLanguageSystem.CurrentLanguage, _clientLanguageSystem.SpokenLanguages); | ||
_clientLanguageSystem.RequestStateUpdate(); | ||
} | ||
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public void UpdateState(string currentLanguage, List<string> spokenLanguages) | ||
{ | ||
var langName = Loc.GetString($"language-{currentLanguage}-name"); | ||
CurrentLanguageLabel.Text = Loc.GetString("language-menu-current-language", ("language", langName)); | ||
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OptionsList.RemoveAllChildren(); | ||
_entries.Clear(); | ||
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foreach (var language in spokenLanguages) | ||
{ | ||
AddLanguageEntry(language); | ||
} | ||
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// Disable the button for the currently chosen language | ||
foreach (var entry in _entries) | ||
{ | ||
if (entry.button != null) | ||
entry.button.Disabled = entry.language == currentLanguage; | ||
} | ||
} | ||
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private void AddLanguageEntry(string language) | ||
{ | ||
var proto = _clientLanguageSystem.GetLanguagePrototype(language); | ||
var state = new EntryState { language = language }; | ||
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var container = new BoxContainer { Orientation = BoxContainer.LayoutOrientation.Vertical }; | ||
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#region Header | ||
var header = new BoxContainer | ||
{ | ||
Orientation = BoxContainer.LayoutOrientation.Horizontal, | ||
HorizontalExpand = true, | ||
SeparationOverride = 2 | ||
}; | ||
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var name = new Label | ||
{ | ||
Text = proto?.Name ?? Loc.GetString("generic-error"), | ||
MinWidth = 50, | ||
HorizontalExpand = true | ||
}; | ||
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var button = new Button { Text = "Choose" }; | ||
button.OnPressed += _ => OnLanguageChosen(language); | ||
state.button = button; | ||
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header.AddChild(name); | ||
header.AddChild(button); | ||
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container.AddChild(header); | ||
#endregion | ||
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#region Collapsible description | ||
var body = new CollapsibleBody | ||
{ | ||
HorizontalExpand = true, | ||
Margin = new Thickness(4f, 4f) | ||
}; | ||
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var description = new RichTextLabel { HorizontalExpand = true }; | ||
description.SetMessage(proto?.Description ?? Loc.GetString("generic-error")); | ||
body.AddChild(description); | ||
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var collapser = new Collapsible(Loc.GetString("language-menu-description-header"), body) | ||
{ | ||
Orientation = BoxContainer.LayoutOrientation.Vertical, | ||
HorizontalExpand = true | ||
}; | ||
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container.AddChild(collapser); | ||
#endregion | ||
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// Before adding, wrap the new container in a PanelContainer to give it a distinct look | ||
var wrapper = new PanelContainer(); | ||
wrapper.StyleClasses.Add("PdaBorderRect"); | ||
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wrapper.AddChild(container); | ||
OptionsList.AddChild(wrapper); | ||
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_entries.Add(state); | ||
} | ||
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private void OnLanguageChosen(string id) | ||
{ | ||
var proto = _clientLanguageSystem.GetLanguagePrototype(id); | ||
if (proto != null) | ||
_clientLanguageSystem.RequestSetLanguage(proto); | ||
} | ||
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private struct EntryState | ||
{ | ||
public string language; | ||
public Button? button; | ||
} | ||
} |
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using Content.Shared.Language; | ||
using Content.Shared.Language.Events; | ||
using Content.Shared.Language.Systems; | ||
using Robust.Client; | ||
using Robust.Shared.Console; | ||
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namespace Content.Client.Language.Systems; | ||
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/// <summary> | ||
/// Client-side language system. | ||
/// </summary> | ||
/// <remarks> | ||
/// Unlike the server, the client is not aware of other entities' languages; it's only notified about the entity that it posesses. | ||
/// Due to that, this system stores such information in a static manner. | ||
/// </remarks> | ||
public sealed class LanguageSystem : SharedLanguageSystem | ||
{ | ||
[Dependency] private readonly IBaseClient _client = default!; | ||
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/// <summary> | ||
/// The current language of the entity currently possessed by the player. | ||
/// </summary> | ||
public string CurrentLanguage { get; private set; } = default!; | ||
/// <summary> | ||
/// The list of languages the currently possessed entity can speak. | ||
/// </summary> | ||
public List<string> SpokenLanguages { get; private set; } = new(); | ||
/// <summary> | ||
/// The list of languages the currently possessed entity can understand. | ||
/// </summary> | ||
public List<string> UnderstoodLanguages { get; private set; } = new(); | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeNetworkEvent<LanguagesUpdatedMessage>(OnLanguagesUpdated); | ||
_client.RunLevelChanged += OnRunLevelChanged; | ||
} | ||
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private void OnLanguagesUpdated(LanguagesUpdatedMessage message) | ||
{ | ||
CurrentLanguage = message.CurrentLanguage; | ||
SpokenLanguages = message.Spoken; | ||
UnderstoodLanguages = message.Understood; | ||
} | ||
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private void OnRunLevelChanged(object? sender, RunLevelChangedEventArgs args) | ||
{ | ||
// Request an update when entering a game | ||
if (args.NewLevel == ClientRunLevel.InGame) | ||
RequestStateUpdate(); | ||
} | ||
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/// <summary> | ||
/// Sends a network request to the server to update this system's state. | ||
/// The server may ignore the said request if the player is not possessing an entity. | ||
/// </summary> | ||
public void RequestStateUpdate() | ||
{ | ||
RaiseNetworkEvent(new RequestLanguagesMessage()); | ||
} | ||
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public void RequestSetLanguage(LanguagePrototype language) | ||
{ | ||
if (language.ID == CurrentLanguage) | ||
return; | ||
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RaiseNetworkEvent(new LanguagesSetMessage(language.ID)); | ||
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// May cause some minor desync... | ||
// So to reduce the probability of desync, we replicate the change locally too | ||
if (SpokenLanguages.Contains(language.ID)) | ||
CurrentLanguage = language.ID; | ||
} | ||
} |
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using Content.Shared.Language.Systems; | ||
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namespace Content.Client.Language.Systems; | ||
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public sealed class TranslatorImplanterSystem : SharedTranslatorImplanterSystem | ||
{ | ||
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} |
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1 change: 1 addition & 0 deletions
1
Content.Client/UserInterface/Systems/Chat/Controls/ChatInputBox.cs
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89 changes: 89 additions & 0 deletions
89
Content.Client/UserInterface/Systems/Language/LanguageMenuUIController.cs
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using Content.Client.Language; | ||
using Content.Client.Gameplay; | ||
using Content.Client.UserInterface.Controls; | ||
using Content.Shared.Input; | ||
using Content.Shared.Language.Events; | ||
using Robust.Client.UserInterface.Controllers; | ||
using Robust.Client.UserInterface.Controls; | ||
using Robust.Shared.Input.Binding; | ||
using Robust.Shared.Utility; | ||
using static Robust.Client.UserInterface.Controls.BaseButton; | ||
using JetBrains.Annotations; | ||
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namespace Content.Client.UserInterface.Systems.Language; | ||
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[UsedImplicitly] | ||
public sealed class LanguageMenuUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState> | ||
{ | ||
public LanguageMenuWindow? LanguageWindow; | ||
private MenuButton? LanguageButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.LanguageButton; | ||
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public override void Initialize() | ||
{ | ||
SubscribeNetworkEvent((LanguagesUpdatedMessage message, EntitySessionEventArgs _) => | ||
LanguageWindow?.UpdateState(message.CurrentLanguage, message.Spoken)); | ||
} | ||
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public void OnStateEntered(GameplayState state) | ||
{ | ||
DebugTools.Assert(LanguageWindow == null); | ||
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LanguageWindow = UIManager.CreateWindow<LanguageMenuWindow>(); | ||
LayoutContainer.SetAnchorPreset(LanguageWindow, LayoutContainer.LayoutPreset.CenterTop); | ||
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CommandBinds.Builder.Bind(ContentKeyFunctions.OpenLanguageMenu, | ||
InputCmdHandler.FromDelegate(_ => ToggleWindow())).Register<LanguageMenuUIController>(); | ||
} | ||
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public void OnStateExited(GameplayState state) | ||
{ | ||
if (LanguageWindow != null) | ||
{ | ||
LanguageWindow.Dispose(); | ||
LanguageWindow = null; | ||
} | ||
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CommandBinds.Unregister<LanguageMenuUIController>(); | ||
} | ||
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public void UnloadButton() | ||
{ | ||
if (LanguageButton == null) | ||
return; | ||
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LanguageButton.OnPressed -= LanguageButtonPressed; | ||
} | ||
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public void LoadButton() | ||
{ | ||
if (LanguageButton == null) | ||
return; | ||
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LanguageButton.OnPressed += LanguageButtonPressed; | ||
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if (LanguageWindow == null) | ||
return; | ||
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LanguageWindow.OnClose += () => LanguageButton.Pressed = false; | ||
LanguageWindow.OnOpen += () => LanguageButton.Pressed = true; | ||
} | ||
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private void LanguageButtonPressed(ButtonEventArgs args) | ||
{ | ||
ToggleWindow(); | ||
} | ||
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private void ToggleWindow() | ||
{ | ||
if (LanguageWindow == null) | ||
return; | ||
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if (LanguageButton != null) | ||
LanguageButton.SetClickPressed(!LanguageWindow.IsOpen); | ||
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if (LanguageWindow.IsOpen) | ||
LanguageWindow.Close(); | ||
else | ||
LanguageWindow.Open(); | ||
} | ||
} |
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