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Avoid emptying and recreating all UI cards on every update (space-wiz…
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…ards#21990)

By making the UI elements persistent, it allows tooltips to remain
on-screen when other elements are updated - in particular, the number
of research points, which is updated regularly.

Co-authored-by: Eoin Mcloughlin <[email protected]>
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eoineoineoin and eoineoineoin authored Nov 29, 2023
1 parent be0de53 commit c3f8571
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Showing 2 changed files with 51 additions and 15 deletions.
6 changes: 5 additions & 1 deletion Content.Client/Research/UI/MiniTechnologyCardControl.xaml.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
using Content.Shared.Research.Prototypes;
using Content.Shared.Research.Prototypes;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface;
Expand All @@ -12,6 +12,9 @@ namespace Content.Client.Research.UI;
[GenerateTypedNameReferences]
public sealed partial class MiniTechnologyCardControl : Control
{
/// The technology that this control represents
public readonly TechnologyPrototype Technology;

public MiniTechnologyCardControl(TechnologyPrototype technology, IPrototypeManager prototypeManager, SpriteSystem spriteSys, FormattedMessage description)
{
RobustXamlLoader.Load(this);
Expand All @@ -24,5 +27,6 @@ public MiniTechnologyCardControl(TechnologyPrototype technology, IPrototypeManag
var tooltip = new Tooltip();
tooltip.SetMessage(description);
Main.TooltipSupplier = _ => tooltip;
Technology = technology;
}
}
60 changes: 46 additions & 14 deletions Content.Client/Research/UI/ResearchConsoleMenu.xaml.cs
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
using System.Linq;
using System.Numerics;
using Content.Client.UserInterface.Controls;
using Content.Shared.Access.Components;
Expand Down Expand Up @@ -48,16 +49,10 @@ public ResearchConsoleMenu(EntityUid entity)

public void UpdatePanels(ResearchConsoleBoundInterfaceState state)
{
var allTech = _research.GetAvailableTechnologies(Entity);
AvailableCardsContainer.Children.Clear();
TechnologyCardsContainer.Children.Clear();
UnlockedCardsContainer.Children.Clear();

foreach (var tech in allTech)
{
var mini = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech));
AvailableCardsContainer.AddChild(mini);
}
var availableTech = _research.GetAvailableTechnologies(Entity);
SyncTechnologyList(AvailableCardsContainer, availableTech);

if (_technologyDatabase == null)
return;
Expand All @@ -79,12 +74,8 @@ public void UpdatePanels(ResearchConsoleBoundInterfaceState state)
TechnologyCardsContainer.AddChild(cardControl);
}

foreach (var unlocked in _technologyDatabase.UnlockedTechnologies)
{
var tech = _prototype.Index<TechnologyPrototype>(unlocked);
var cardControl = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech, false));
UnlockedCardsContainer.AddChild(cardControl);
}
var unlockedTech = _technologyDatabase.UnlockedTechnologies.Select(x => _prototype.Index<TechnologyPrototype>(x));
SyncTechnologyList(UnlockedCardsContainer, unlockedTech);
}

public void UpdateInformationPanel(ResearchConsoleBoundInterfaceState state)
Expand Down Expand Up @@ -146,5 +137,46 @@ public void UpdateInformationPanel(ResearchConsoleBoundInterfaceState state)
TierDisplayContainer.AddChild(control);
}
}

/// <summary>
/// Synchronize a container for technology cards with a list of technologies,
/// creating or removing UI cards as appropriate.
/// </summary>
/// <param name="container">The container which contains the UI cards</param>
/// <param name="technologies">The current set of technologies for which there should be cards</param>
private void SyncTechnologyList(BoxContainer container, IEnumerable<TechnologyPrototype> technologies)
{
// For the cards which already exist, build a map from technology prototype to the UI card
var currentTechControls = new Dictionary<TechnologyPrototype, Control>();
foreach (var child in container.Children)
{
if (child is MiniTechnologyCardControl)
{
currentTechControls.Add((child as MiniTechnologyCardControl)!.Technology, child);
}
}

foreach (var tech in technologies)
{
if (!currentTechControls.ContainsKey(tech))
{
// Create a card for any technology which doesn't already have one.
var mini = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech));
container.AddChild(mini);
}
else
{
// The tech already exists in the UI; remove it from the set, so we won't revisit it below
currentTechControls.Remove(tech);
}
}

// Now, any items left in the dictionary are technologies which were previously
// available, but now are not. Remove them.
foreach (var (tech, techControl) in currentTechControls)
{
container.Children.Remove(techControl);
}
}
}

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