Context menu UI backend refactor & better UX (#13318)
closes https://github.com/space-wizards/space-station-14/issues/9209
This commit is contained in:
266
Content.Client/Verbs/UI/VerbMenuUIController.cs
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266
Content.Client/Verbs/UI/VerbMenuUIController.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.CombatMode;
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using Content.Client.ContextMenu.UI;
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using Content.Client.Gameplay;
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using Content.Shared.Input;
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using Content.Shared.Verbs;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Verbs.UI
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{
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/// <summary>
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/// This class handles the displaying of the verb menu.
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/// </summary>
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/// <remarks>
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/// In addition to the normal <see cref="ContextMenuUIController"/> functionality, this also provides functions
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/// open a verb menu for a given entity, add verbs to it, and add server-verbs when the server response is
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/// received.
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/// </remarks>
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public sealed class VerbMenuUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
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[Dependency] private readonly ContextMenuUIController _context = default!;
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[UISystemDependency] private readonly CombatModeSystem _combatMode = default!;
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[UISystemDependency] private readonly VerbSystem _verbSystem = default!;
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public EntityUid CurrentTarget;
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public SortedSet<Verb> CurrentVerbs = new();
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/// <summary>
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/// Separate from <see cref="ContextMenuUIController.RootMenu"/>, since we can open a verb menu as a submenu
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/// of an entity menu element. If that happens, we need to be aware and close it properly.
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/// </summary>
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public ContextMenuPopup? OpenMenu = null;
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public void OnStateEntered(GameplayState state)
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{
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_context.OnContextKeyEvent += OnKeyBindDown;
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_context.OnContextClosed += Close;
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_verbSystem.OnVerbsResponse += HandleVerbsResponse;
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}
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public void OnStateExited(GameplayState state)
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{
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_context.OnContextKeyEvent -= OnKeyBindDown;
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_context.OnContextClosed -= Close;
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if (_verbSystem != null)
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_verbSystem.OnVerbsResponse -= HandleVerbsResponse;
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Close();
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}
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/// <summary>
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/// Open a verb menu and fill it with verbs applicable to the given target entity.
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/// </summary>
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/// <param name="target">Entity to get verbs on.</param>
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/// <param name="force">Used to force showing all verbs (mostly for admins).</param>
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/// <param name="popup">
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/// If this is not null, verbs will be placed into the given popup instead.
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/// </param>
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public void OpenVerbMenu(EntityUid target, bool force = false, ContextMenuPopup? popup=null)
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{
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if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} user ||
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_combatMode.IsInCombatMode(user))
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return;
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Close();
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var menu = popup ?? _context.RootMenu;
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menu.MenuBody.DisposeAllChildren();
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CurrentTarget = target;
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CurrentVerbs = _verbSystem.GetVerbs(target, user, Verb.VerbTypes, force);
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OpenMenu = menu;
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// Fill in client-side verbs.
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FillVerbPopup(menu);
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// Add indicator that some verbs may be missing.
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// I long for the day when verbs will all be predicted and this becomes unnecessary.
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if (!target.IsClientSide())
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{
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_context.AddElement(menu, new ContextMenuElement(Loc.GetString("verb-system-waiting-on-server-text")));
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}
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// if popup isn't null (ie we are opening out of an entity menu element),
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// assume that that is going to handle opening the submenu properly
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if (popup != null)
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return;
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// Show the menu at mouse pos
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menu.SetPositionLast();
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var box = UIBox2.FromDimensions(_userInterfaceManager.MousePositionScaled.Position, (1, 1));
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menu.Open(box);
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}
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/// <summary>
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/// Fill the verb pop-up using the verbs stored in <see cref="CurrentVerbs"/>
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/// </summary>
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private void FillVerbPopup(ContextMenuPopup popup)
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{
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HashSet<string> listedCategories = new();
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foreach (var verb in CurrentVerbs)
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{
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if (verb.Category == null)
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{
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var element = new VerbMenuElement(verb);
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_context.AddElement(popup, element);
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}
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else if (listedCategories.Add(verb.Category.Text))
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AddVerbCategory(verb.Category, popup);
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}
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popup.InvalidateMeasure();
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}
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/// <summary>
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/// Add a verb category button to the pop-up
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/// </summary>
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public void AddVerbCategory(VerbCategory category, ContextMenuPopup popup)
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{
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// Get a list of the verbs in this category
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List<Verb> verbsInCategory = new();
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var drawIcons = false;
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foreach (var verb in CurrentVerbs)
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{
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if (verb.Category?.Text == category.Text)
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{
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verbsInCategory.Add(verb);
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drawIcons = drawIcons || verb.Icon != null || verb.IconEntity != null;
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}
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}
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if (verbsInCategory.Count == 0)
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return;
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var element = new VerbMenuElement(category, verbsInCategory[0].TextStyleClass);
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_context.AddElement(popup, element);
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// Create the pop-up that appears when hovering over this element
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element.SubMenu = new ContextMenuPopup(_context, element);
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foreach (var verb in verbsInCategory)
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{
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var subElement = new VerbMenuElement(verb)
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{
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IconVisible = drawIcons,
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TextVisible = !category.IconsOnly
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};
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_context.AddElement(element.SubMenu, subElement);
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}
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element.SubMenu.MenuBody.Columns = category.Columns;
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}
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/// <summary>
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/// Add verbs from the server to <see cref="CurrentVerbs"/> and update the verb menu.
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/// </summary>
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public void AddServerVerbs(List<Verb>? verbs, ContextMenuPopup popup)
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{
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popup.MenuBody.DisposeAllChildren();
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// Verbs may be null if the server does not think we can see the target entity. This **should** not happen.
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if (verbs == null)
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{
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// remove "waiting for server..." and inform user that something went wrong.
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_context.AddElement(popup, new ContextMenuElement(Loc.GetString("verb-system-null-server-response")));
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return;
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}
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CurrentVerbs.UnionWith(verbs);
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FillVerbPopup(popup);
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}
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public void OnKeyBindDown(ContextMenuElement element, GUIBoundKeyEventArgs args)
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{
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if (args.Function != EngineKeyFunctions.Use && args.Function != ContentKeyFunctions.ActivateItemInWorld)
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return;
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if (element is not VerbMenuElement verbElement)
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{
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if (element is not ConfirmationMenuElement confElement)
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return;
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args.Handle();
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ExecuteVerb(confElement.Verb);
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return;
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}
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args.Handle();
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var verb = verbElement.Verb;
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if (verb == null)
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{
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// The user probably clicked on a verb category.
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// If there's only one verb in the category, then it will act as if they clicked on that verb.
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// Otherwise it opens the category menu.
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if (verbElement.SubMenu == null || verbElement.SubMenu.ChildCount == 0)
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return;
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if (verbElement.SubMenu.MenuBody.ChildCount != 1
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|| verbElement.SubMenu.MenuBody.Children.First() is not VerbMenuElement verbMenuElement)
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{
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_context.OpenSubMenu(verbElement);
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return;
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}
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verb = verbMenuElement.Verb;
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if (verb == null)
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return;
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}
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if (verb.ConfirmationPopup)
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{
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if (verbElement.SubMenu == null)
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{
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var popupElement = new ConfirmationMenuElement(verb, "Confirm");
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verbElement.SubMenu = new ContextMenuPopup(_context, verbElement);
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_context.AddElement(verbElement.SubMenu, popupElement);
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}
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_context.OpenSubMenu(verbElement);
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}
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else
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{
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ExecuteVerb(verb);
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}
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}
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private void Close()
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{
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if (OpenMenu == null)
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return;
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OpenMenu.Close();
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OpenMenu = null;
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}
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private void HandleVerbsResponse(VerbsResponseEvent msg)
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{
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if (OpenMenu == null || !OpenMenu.Visible || CurrentTarget != msg.Entity)
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return;
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AddServerVerbs(msg.Verbs, OpenMenu);
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}
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private void ExecuteVerb(Verb verb)
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{
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_verbSystem.ExecuteVerb(CurrentTarget, verb);
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if (verb.CloseMenu)
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_context.Close();
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}
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}
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}
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