Refactor Context Menus and make them use XAML & stylesheets (#4768)
* XAML verb menu * fix ghost FOV * spacing * rename missed "ContextMenu"->"EntityMenu" instances * move visibility checks to verb system * update comment * Remove CanSeeContainerCheck * use ScrollContainer measure option * MaxWidth / texxt line wrapping * verb category default Now when you click on a verb category, it should default to running the first member of that category. This makes it much more convenient to eject/insert when there is only a single option * only apply style to first verb category entry * Use new visibility flags * FoV -> Fov * Revert "only apply style to first verb category entry" This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99. * make all entity menu visibility checks clientside * Fix empty unbuckle category * fix merge
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@@ -1,13 +1,15 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using Content.Client.Clickable;
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using Content.Client.ContextMenu.UI;
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using Content.Client.Interactable;
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using Content.Client.Interactable.Components;
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using Content.Client.State;
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using Content.Shared;
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using Content.Shared.CCVar;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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@@ -38,6 +40,7 @@ namespace Content.Client.Viewport
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[Dependency] protected readonly IUserInterfaceManager UserInterfaceManager = default!;
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[Dependency] protected readonly IConfigurationManager ConfigurationManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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private IEventBus _eventBus => _entityManager.EventBus;
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@@ -62,6 +65,9 @@ namespace Content.Client.Viewport
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_outlineEnabled = message.Enabled;
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}
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/// <summary>
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/// Highlight the currently hovered entity.
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/// </summary>
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public override void FrameUpdate(FrameEventArgs e)
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{
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base.FrameUpdate(e);
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@@ -71,6 +77,13 @@ namespace Content.Client.Viewport
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if (localPlayer == null)
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return;
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// TODO InteractionOutlineComponent
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// BUG: The logic that gets the renderScale here assumes that the entity is only visible in a single
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// viewport. The entity will be highlighted in ALL viewport where it is visible, regardless of which
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// viewport is being used to hover over it. If these Viewports have very different render scales, this may
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// lead to extremely thick outlines in the other viewports. Fixing this probably requires changing how the
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// hover outline works, so that it only highlights the entity in a single viewport.
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IEntity? entityToClick = null;
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var renderScale = 1;
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if (UserInterfaceManager.CurrentlyHovered is IViewportControl vp)
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@@ -83,6 +96,15 @@ namespace Content.Client.Viewport
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renderScale = svp.CurrentRenderScale;
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}
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}
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else if (UserInterfaceManager.CurrentlyHovered is EntityMenuElement element)
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{
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entityToClick = element.Entity;
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// TODO InteractionOutlineComponent
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// Currently we just take the renderscale from the main viewport. In the future, when the bug mentioned
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// above is fixed, the viewport should probably be the one that was clicked on to open the entity menu
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// in the first place.
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renderScale = _eyeManager.MainViewport.GetRenderScale();
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}
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var inRange = false;
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if (localPlayer.ControlledEntity != null && entityToClick != null)
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