Move inventory ship settings onto Eve surfaces

This commit is contained in:
Meta Vens 2026-06-16 21:35:58 +01:00
commit 6bbf37fbb0
3 changed files with 293 additions and 8 deletions

View file

@ -35,6 +35,7 @@ RequireMainMenuSettingsCommit(root);
RequireMainMenuSettingsShellUsesEveSurface(root);
RequireSectorMapZoneDetailsUseEveSurface(root);
RequireRuntimeMenuTabsUseEveSurface(root);
RequireInventoryShipSettingsUseEveSurface(root);
RequirePlayerSettingsEveSurface(root);
RequireMainMenuContinueRunState(root);
RequirePropertiesPanelReadOnlyInspector(root);
@ -502,6 +503,7 @@ Console.WriteLine("Main-menu settings authority: player name, gameplay, and grap
Console.WriteLine("Main-menu settings shell: settings/input/audio subpages lower through Eve UI Toolkit surfaces instead of PropertiesPanel buttons");
Console.WriteLine("Sector-map zone details shell: zone inspection lowers through an Eve UI Toolkit surface instead of PropertiesPanel rows");
Console.WriteLine("Runtime menu tab shell: tab navigation lowers through an Eve UI Toolkit surface instead of MenuTabButton click wiring");
Console.WriteLine("Inventory ship-settings shell: background ship tuning lowers through an Eve UI Toolkit surface instead of PropertiesPanel.AddField");
Console.WriteLine("Main-menu Continue authority: Continue selects typed run state instead of a null button");
Console.WriteLine("PropertiesPanel inspector authority: dead generic reflection inspector path is deleted");
Console.WriteLine("Typed behavior metadata authority: live heat/mining/thermotoggle payload kinds stay owned by package metadata");
@ -2588,6 +2590,59 @@ static void RequireRuntimeMenuTabsUseEveSurface(string root)
}
}
static void RequireInventoryShipSettingsUseEveSurface(string root)
{
var inventoryMenuPath = Path.Combine(root, "Assets", "Scripts", "UI", "Menu", "InventoryMenu.cs");
if (!File.Exists(inventoryMenuPath))
{
throw new InvalidOperationException("Cannot verify inventory ship-settings shell; InventoryMenu.cs is missing.");
}
var source = File.ReadAllText(inventoryMenuPath);
var requiredSymbols = new[]
{
"ShipSettingsSurfaceId",
"RenderCurrentShipSettingsSurface(",
"HandleCurrentShipSettingsSurfaceCommand(",
"ResolveShipSettingsSurfaceDocument(",
"BuildCurrentShipSettingsSurfaceDefinition(",
"DecrementShutdownThresholdCommand",
"IncrementShutdownThresholdCommand",
"ResetShutdownThresholdCommand",
"CloseShipSettingsCommand",
"new EveUiToolkitSurfaceLowerer()"
};
var missingSymbols = requiredSymbols
.Where(symbol => !source.Contains(symbol, StringComparison.Ordinal))
.ToArray();
if (missingSymbols.Length > 0)
{
throw new InvalidOperationException(
"InventoryMenu no longer lowers current ship settings through an Eve surface shell: " +
string.Join(", ", missingSymbols));
}
var forbiddenSymbols = new[]
{
"PropertiesPanel.AddField(\"Shutdown Threshold\"",
"() => GameManager.CurrentEntity.Settings.ShutdownPerformance",
"f => GameManager.CommitEntityShutdownPerformance(GameManager.CurrentEntity, f)"
};
var hits = forbiddenSymbols
.Where(symbol => source.Contains(symbol, StringComparison.Ordinal))
.ToArray();
if (hits.Length > 0)
{
throw new InvalidOperationException(
"InventoryMenu still owns ship settings through the old PropertiesPanel field path: " +
string.Join(", ", hits));
}
}
static void RequirePlayerSettingsEveSurface(string root)
{
var projectorPath = Path.Combine(root, "Aetheria.State", "AetheriaPlayerSettingsSurfaceProjector.cs");

View file

@ -7,15 +7,29 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GameCult.Aetheria.State.Unity;
using GameCult.Eve.Surface;
using GameCult.Eve.UnityUIToolkit;
using UnityEngine;
using UniRx;
using UniRx.Triggers;
using Unity.Mathematics;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using UnityEngine.UIElements;
public class InventoryMenu : MonoBehaviour
{
private const string ShipSettingsSurfaceType = "surface-state";
private const string ShipSettingsSurfaceSchema = "gamecult.eve.surface.v1";
private const string ShipSettingsSurfaceProviderId = "aetheria";
private const string ShipSettingsSurfaceProviderKind = "inventory.menu";
private const string ShipSettingsSurfaceId = "aetheria.inventory.current_ship_settings";
private const string DecrementShutdownThresholdCommand = "aetheria.inventory.current_ship_settings.shutdown.decrement";
private const string IncrementShutdownThresholdCommand = "aetheria.inventory.current_ship_settings.shutdown.increment";
private const string ResetShutdownThresholdCommand = "aetheria.inventory.current_ship_settings.shutdown.reset";
private const string CloseShipSettingsCommand = "aetheria.inventory.current_ship_settings.close";
private const float ShutdownThresholdStep = 0.05f;
public InventoryPanel[] InventoryPanels;
public PropertiesPanel PropertiesPanel;
public ActionGameManager GameManager;
@ -29,6 +43,7 @@ public class InventoryMenu : MonoBehaviour
private InventoryPanel _selectedPanel;
private ItemInstance _selectedItem;
private int2[] _selectedCells;
private UIDocument _shipSettingsSurfaceDocument;
// private List<IDisposable> _backgroundSubscriptions;
// private ItemInstance _dragItem;
@ -70,6 +85,7 @@ public class InventoryMenu : MonoBehaviour
private void OnDisable()
{
HideCurrentShipSettingsSurface();
// Background.gameObject.SetActive(false);
}
@ -99,6 +115,8 @@ public class InventoryMenu : MonoBehaviour
}
else
{
HideCurrentShipSettingsSurface();
PropertiesPanel.gameObject.SetActive(true);
ClearSelectedCellHighlight();
_selectedPanel = panel;
_selectedPosition = cargoEvent.Position;
@ -131,6 +149,8 @@ public class InventoryMenu : MonoBehaviour
}
else
{
HideCurrentShipSettingsSurface();
PropertiesPanel.gameObject.SetActive(true);
ClearSelectedCellHighlight();
PropertiesPanel.Inspect(item);
@ -148,17 +168,208 @@ public class InventoryMenu : MonoBehaviour
panel.OnBackgroundClick.Subscribe(data =>
{
if (GameManager.CurrentEntity == null) return; // Only show ship settings if there's a ship, duh!
PropertiesPanel.Clear();
PropertiesPanel.AddField("Shutdown Threshold",
() => GameManager.CurrentEntity.Settings.ShutdownPerformance,
f => GameManager.CommitEntityShutdownPerformance(GameManager.CurrentEntity, f),
0,
1);
RenderCurrentShipSettingsSurface(GameManager.CurrentEntity);
});
}
}
private void RenderCurrentShipSettingsSurface(Entity entity)
{
if (entity == null)
return;
PropertiesPanel.gameObject.SetActive(false);
ClearSelectedCellHighlight();
var document = ResolveShipSettingsSurfaceDocument();
document.gameObject.SetActive(true);
var root = document.rootVisualElement;
root.Clear();
root.style.flexGrow = 1;
root.style.position = Position.Absolute;
root.style.left = 0;
root.style.top = 0;
root.style.right = 0;
root.style.bottom = 0;
root.style.alignItems = Align.FlexStart;
root.style.justifyContent = Justify.FlexStart;
root.pickingMode = PickingMode.Ignore;
var shell = new VisualElement();
shell.style.width = 360;
shell.style.maxWidth = 420;
shell.style.backgroundColor = new Color(0.08f, 0.1f, 0.14f, 0.94f);
shell.style.borderTopLeftRadius = 8;
shell.style.borderTopRightRadius = 8;
shell.style.borderBottomLeftRadius = 8;
shell.style.borderBottomRightRadius = 8;
shell.style.paddingLeft = 18;
shell.style.paddingRight = 18;
shell.style.paddingTop = 18;
shell.style.paddingBottom = 18;
shell.style.borderLeftWidth = 1;
shell.style.borderRightWidth = 1;
shell.style.borderTopWidth = 1;
shell.style.borderBottomWidth = 1;
shell.style.borderLeftColor = new Color(0.3f, 0.47f, 0.71f, 0.8f);
shell.style.borderRightColor = new Color(0.3f, 0.47f, 0.71f, 0.8f);
shell.style.borderTopColor = new Color(0.3f, 0.47f, 0.71f, 0.8f);
shell.style.borderBottomColor = new Color(0.3f, 0.47f, 0.71f, 0.8f);
shell.pickingMode = PickingMode.Position;
root.Add(shell);
var lowerer = new EveUiToolkitSurfaceLowerer();
shell.Add(lowerer.Lower(BuildCurrentShipSettingsSurfaceDefinition(entity), HandleCurrentShipSettingsSurfaceCommand));
}
private void HandleCurrentShipSettingsSurfaceCommand(EveSurfaceCommandRequest request)
{
var entity = GameManager.CurrentEntity;
if (entity?.Settings == null)
{
HideCurrentShipSettingsSurface();
return;
}
switch (request.Command)
{
case DecrementShutdownThresholdCommand:
GameManager.CommitEntityShutdownPerformance(
entity,
Mathf.Clamp01(entity.Settings.ShutdownPerformance - ShutdownThresholdStep));
RenderCurrentShipSettingsSurface(entity);
return;
case IncrementShutdownThresholdCommand:
GameManager.CommitEntityShutdownPerformance(
entity,
Mathf.Clamp01(entity.Settings.ShutdownPerformance + ShutdownThresholdStep));
RenderCurrentShipSettingsSurface(entity);
return;
case ResetShutdownThresholdCommand:
GameManager.CommitEntityShutdownPerformance(
entity,
Mathf.Clamp01(GameManager.Settings.GameplaySettings.DefaultShutdownPerformance));
RenderCurrentShipSettingsSurface(entity);
return;
case CloseShipSettingsCommand:
HideCurrentShipSettingsSurface();
return;
default:
Debug.LogWarning($"Unknown inventory ship settings command: {request.Command}");
return;
}
}
private void HideCurrentShipSettingsSurface()
{
if (_shipSettingsSurfaceDocument == null)
return;
_shipSettingsSurfaceDocument.rootVisualElement.Clear();
_shipSettingsSurfaceDocument.gameObject.SetActive(false);
}
private UIDocument ResolveShipSettingsSurfaceDocument()
{
if (_shipSettingsSurfaceDocument != null)
return _shipSettingsSurfaceDocument;
var host = new GameObject("Aetheria Inventory Ship Settings Surface");
host.transform.SetParent(transform, false);
var document = host.AddComponent<UIDocument>();
document.sortingOrder = 1000;
host.SetActive(false);
_shipSettingsSurfaceDocument = document;
return document;
}
private EveSurfaceDocument BuildCurrentShipSettingsSurfaceDefinition(Entity entity)
{
return new EveSurfaceDocument(
ShipSettingsSurfaceType,
ShipSettingsSurfaceSchema,
ShipSettingsSurfaceProviderId,
ShipSettingsSurfaceProviderKind,
"Current Ship Settings",
version: 1,
DateTime.UtcNow.ToString("O"),
new EveSurfaceTree(
ShipSettingsSurfaceId,
Node(
$"{ShipSettingsSurfaceId}.root",
"surface",
Array.Empty<(string Key, string Value)>(),
Card(
$"{ShipSettingsSurfaceId}.card",
entity.Name,
Metric(
$"{ShipSettingsSurfaceId}.shutdown.metric",
"Shutdown Threshold",
ActionGameManager.RuntimePlayerSettings.Format(entity.Settings.ShutdownPerformance)),
Text(
$"{ShipSettingsSurfaceId}.note",
"Gameplay still owns the mutation. This surface only lowers the current ship setting."),
ButtonRow(
$"{ShipSettingsSurfaceId}.shutdown.buttons",
Button($"{ShipSettingsSurfaceId}.shutdown.decrement", "Threshold -", DecrementShutdownThresholdCommand),
Button($"{ShipSettingsSurfaceId}.shutdown.increment", "Threshold +", IncrementShutdownThresholdCommand),
Button($"{ShipSettingsSurfaceId}.shutdown.reset", "Default", ResetShutdownThresholdCommand),
Button($"{ShipSettingsSurfaceId}.close", "Close", CloseShipSettingsCommand)))),
Array.Empty<EveStyleToken>()),
new[]
{
new EveCommandTemplate(DecrementShutdownThresholdCommand, "Threshold -", "unity-uitoolkit"),
new EveCommandTemplate(IncrementShutdownThresholdCommand, "Threshold +", "unity-uitoolkit"),
new EveCommandTemplate(ResetShutdownThresholdCommand, "Default", "unity-uitoolkit"),
new EveCommandTemplate(CloseShipSettingsCommand, "Close", "unity-uitoolkit")
});
}
private static EveSurfaceComponent Card(
string id,
string title,
params EveSurfaceComponent[] children)
{
return Node(id, "card", new[] { ("title", title) }, children);
}
private static EveSurfaceComponent Metric(string id, string label, string value)
{
return Node(id, "metric", new[] { ("label", label), ("value", value) });
}
private static EveSurfaceComponent Text(string id, string value)
{
return Node(id, "text", new[] { ("value", value) });
}
private static EveSurfaceComponent Button(string id, string label, string command)
{
return Node(id, "control.button", new[] { ("label", label), ("command", command) });
}
private static EveSurfaceComponent ButtonRow(
string id,
params EveSurfaceComponent[] children)
{
return Node(id, "row", Array.Empty<(string Key, string Value)>(), children);
}
private static EveSurfaceComponent Node(
string id,
string kind,
IEnumerable<(string Key, string Value)> props,
params EveSurfaceComponent[] children)
{
return new EveSurfaceComponent(
id,
kind,
props.ToDictionary(prop => prop.Key, prop => prop.Value, StringComparer.Ordinal),
children ?? Array.Empty<EveSurfaceComponent>());
}
private bool CommitCargoItemTransfer(EquippedCargoBay origin, InventoryPanel destination, ItemInstance item)
{
if (destination.DisplayedEntity != null && item is EquippableItem equippableItem)
@ -243,4 +454,13 @@ public class InventoryMenu : MonoBehaviour
_ => new int2(cell.X, cell.Y)
};
}
private void OnDestroy()
{
if (_shipSettingsSurfaceDocument != null)
{
Destroy(_shipSettingsSurfaceDocument.gameObject);
_shipSettingsSurfaceDocument = null;
}
}
}

View file

@ -119,7 +119,9 @@ legacy catalog cache, and legacy UI paths should be migration-only or deleted.
lowers through a local Eve/UI Toolkit surface as well instead of rebuilding
`PropertiesPanel` rows on each zone click. The runtime in-game menu tab strip
now lowers through a local Eve/UI Toolkit surface instead of wiring old
`MenuTabButton` clicks.
`MenuTabButton` clicks. Inventory background ship tuning now lowers through a
local Eve/UI Toolkit surface instead of rebuilding a `PropertiesPanel`
float field.
- The combat schematic HUD uses typed runtime catalog weapon facets for its
static weapon icon strip; missing typed weapon facets no longer fall back to
legacy `WeaponItemData`. Schematic weapon-row selection now uses typed
@ -1557,6 +1559,11 @@ First Aetheria surfaces to publish:
- Done: replace the runtime in-game menu tab strip with an Eve-owned UI
Toolkit surface. `MenuPanel` still owns tab-content activation, but old
`MenuTabButton` click wiring no longer owns tab navigation.
- Done: replace inventory background ship tuning with an Eve-owned UI
Toolkit surface. `InventoryMenu` still owns click routing and the
gameplay commit primitive still owns mutation, but the old
`PropertiesPanel.AddField("Shutdown Threshold", ...)` path no longer owns
that settings shell.
- Done: move the shared `org.gamecult.eve.surface` and
`org.gamecult.eve.unity-uitoolkit` packages into the Eve repo and retarget
Aetheria to import them from there instead of carrying local staged
@ -1921,6 +1928,9 @@ First Aetheria surfaces to publish:
- Runtime in-game menu tab navigation now lowers through a shared UI Toolkit
`UIDocument` host and a local Eve surface document instead of wiring
`MenuTabButton` click handlers.
- Inventory background ship tuning now lowers through a shared UI Toolkit
`UIDocument` host and a local Eve surface document instead of rebuilding a
mutable `PropertiesPanel.AddField(...)` control for shutdown threshold.
- Keyboard display layout parsing is no longer JSON-backed:
`InputDisplayLayout` builds its static ANSI-104 display projection from typed
`InputLayout` rows/columns. The dead commented Ink `ToJson` write path and