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Humanoid appearance refactor (#10882)
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* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
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vulppine authored Sep 22, 2022
1 parent dd994e9 commit 5a0a04b
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269 changes: 0 additions & 269 deletions Content.Client/CharacterAppearance/MagicMirrorBoundUserInterface.cs
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using System;
using System.Linq;
using Content.Client.Stylesheets;
using Content.Shared.CharacterAppearance;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using static Content.Shared.CharacterAppearance.Components.SharedMagicMirrorComponent;
using static Robust.Client.UserInterface.Controls.BoxContainer;

namespace Content.Client.CharacterAppearance
{
[UsedImplicitly]
public sealed class MagicMirrorBoundUserInterface : BoundUserInterface
{
private MagicMirrorWindow? _window;

public MagicMirrorBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey)
{
}

protected override void Open()
{
base.Open();

_window = new MagicMirrorWindow(this);
_window.OnClose += Close;
_window.Open();
}

protected override void ReceiveMessage(BoundUserInterfaceMessage message)
{
switch (message)
{
case MagicMirrorInitialDataMessage initialData:
_window?.SetInitialData(initialData);
break;
}
}

internal void HairSelected(string name, bool isFacialHair)
{
SendMessage(new HairSelectedMessage(name, isFacialHair));
}

internal void HairColorSelected(Color color, bool isFacialHair)
{
SendMessage(new HairColorSelectedMessage((color.RByte, color.GByte, color.BByte),
isFacialHair));
}

internal void EyeColorSelected(Color color)
{
SendMessage(new EyeColorSelectedMessage((color.RByte, color.GByte, color.BByte)));
}

protected override void Dispose(bool disposing)
{
base.Dispose(disposing);

if (disposing)
{
_window?.Dispose();
}
}
}

public sealed class HairStylePicker : Control
{
[Dependency] private readonly SpriteAccessoryManager _spriteAccessoryManager = default!;

public event Action<Color>? OnHairColorPicked;
public event Action<string>? OnHairStylePicked;

private readonly ItemList _items;

private readonly Control _colorContainer;
private readonly ColorSelectorSliders _colorSelectors;
private Color _lastColor;
private SpriteAccessoryCategories _categories;

public void SetData(Color color, string styleId, SpriteAccessoryCategories categories, bool canColor)
{
if (_categories != categories)
{
_categories = categories;
Populate();
}

_colorContainer.Visible = canColor;
_lastColor = color;

_colorSelectors.Color = color;

foreach (var item in _items)
{
var prototype = (SpriteAccessoryPrototype) item.Metadata!;
item.Selected = prototype.ID == styleId;
}

UpdateStylePickerColor();
}

private void UpdateStylePickerColor()
{
foreach (var item in _items)
{
item.IconModulate = _lastColor;
}
}

public HairStylePicker()
{
IoCManager.InjectDependencies(this);

var vBox = new BoxContainer
{
Orientation = LayoutOrientation.Vertical
};
AddChild(vBox);

_colorContainer = new BoxContainer
{
Orientation = LayoutOrientation.Vertical
};
vBox.AddChild(_colorContainer);
_colorContainer.AddChild(_colorSelectors = new ());
_colorSelectors.OnColorChanged += color => ColorValueChanged(color);

_items = new ItemList
{
VerticalExpand = true,
MinSize = (300, 250)
};
vBox.AddChild(_items);
_items.OnItemSelected += ItemSelected;
}

private void ColorValueChanged(Color newColor)
{
OnHairColorPicked?.Invoke(newColor);
_lastColor = newColor;
UpdateStylePickerColor();
}

public void Populate()
{
var styles = _spriteAccessoryManager
.AccessoriesForCategory(_categories)
.ToList();
styles.Sort(HairStyles.SpriteAccessoryComparer);

foreach (var style in styles)
{
var item = _items.AddItem(style.Name, style.Sprite.Frame0());
item.Metadata = style;
}
}

private void ItemSelected(ItemList.ItemListSelectedEventArgs args)
{
var prototype = (SpriteAccessoryPrototype?) _items[args.ItemIndex].Metadata;
var style = prototype?.ID;

if (style != null)
{
OnHairStylePicked?.Invoke(style);
}
}

// ColorSlider
}

public sealed class EyeColorPicker : Control
{
public event Action<Color>? OnEyeColorPicked;

private readonly ColorSelectorSliders _colorSelectors;

private Color _lastColor;

public void SetData(Color color)
{
_lastColor = color;

_colorSelectors.Color = color;
}

public EyeColorPicker()
{
var vBox = new BoxContainer
{
Orientation = LayoutOrientation.Vertical
};
AddChild(vBox);

vBox.AddChild(_colorSelectors = new ColorSelectorSliders());

_colorSelectors.OnColorChanged += ColorValueChanged;
}

private void ColorValueChanged(Color newColor)
{
OnEyeColorPicked?.Invoke(newColor);

_lastColor = newColor;
}

// ColorSlider
}

public sealed class MagicMirrorWindow : DefaultWindow
{
private readonly HairStylePicker _hairStylePicker;
private readonly HairStylePicker _facialHairStylePicker;
private readonly EyeColorPicker _eyeColorPicker;

public MagicMirrorWindow(MagicMirrorBoundUserInterface owner)
{
SetSize = MinSize = (500, 360);
Title = Loc.GetString("magic-mirror-window-title");

_hairStylePicker = new HairStylePicker {HorizontalExpand = true};
_hairStylePicker.OnHairStylePicked += newStyle => owner.HairSelected(newStyle, false);
_hairStylePicker.OnHairColorPicked += newColor => owner.HairColorSelected(newColor, false);

_facialHairStylePicker = new HairStylePicker {HorizontalExpand = true};
_facialHairStylePicker.OnHairStylePicked += newStyle => owner.HairSelected(newStyle, true);
_facialHairStylePicker.OnHairColorPicked += newColor => owner.HairColorSelected(newColor, true);

_eyeColorPicker = new EyeColorPicker { HorizontalExpand = true };
_eyeColorPicker.OnEyeColorPicked += newColor => owner.EyeColorSelected(newColor);

Contents.AddChild(new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
SeparationOverride = 8,
Children = {_hairStylePicker, _facialHairStylePicker, _eyeColorPicker}
});
}

protected override void Dispose(bool disposing)
{
base.Dispose(disposing);

if (disposing)
{
_hairStylePicker.Dispose();
_facialHairStylePicker.Dispose();
_eyeColorPicker.Dispose();
}
}

public void SetInitialData(MagicMirrorInitialDataMessage initialData)
{
_facialHairStylePicker.SetData(initialData.FacialHairColor, initialData.FacialHairId, initialData.CategoriesFacialHair, initialData.CanColorFacialHair);
_hairStylePicker.SetData(initialData.HairColor, initialData.HairId, initialData.CategoriesHair, initialData.CanColorHair);
_eyeColorPicker.SetData(initialData.EyeColor);
}
}
}
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