Split InteractionOutline from GameScreen (#6155)
Looking at making GameScreen in charge of managing the current GameHud and so it should be less of a god class.
This commit is contained in:
116
Content.Client/Outline/InteractionOutlineSystem.cs
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116
Content.Client/Outline/InteractionOutlineSystem.cs
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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.Viewport;
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using Content.Shared.CCVar;
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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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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Outline;
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public sealed class InteractionOutlineSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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public bool Enabled = true;
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private EntityUid? _lastHoveredEntity;
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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// If there is no local player, there is no session, and therefore nothing to do here.
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var localPlayer = _playerManager.LocalPlayer;
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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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// GameScreen is still in charge of what entities are visible under a specific cursor position.
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// Potentially change someday? who knows.
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var currentState = _stateManager.CurrentState;
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if (currentState is not GameScreen screen) return;
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EntityUid? entityToClick = null;
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var renderScale = 1;
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if (_uiManager.CurrentlyHovered is IViewportControl vp)
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{
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var mousePosWorld = vp.ScreenToMap(_inputManager.MouseScreenPosition.Position);
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entityToClick = screen.GetEntityUnderPosition(mousePosWorld);
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if (vp is ScalingViewport svp)
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{
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renderScale = svp.CurrentRenderScale;
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}
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}
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else if (_uiManager.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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{
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inRange = localPlayer.InRangeUnobstructed(entityToClick.Value, ignoreInsideBlocker: true);
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}
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InteractionOutlineComponent? outline;
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if (!Enabled || !_configManager.GetCVar(CCVars.OutlineEnabled))
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{
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if (entityToClick != null && TryComp(entityToClick, out outline))
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{
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outline.OnMouseLeave(); //Prevent outline remains from persisting post command.
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}
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return;
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}
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if (entityToClick == _lastHoveredEntity)
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{
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if (entityToClick != null && TryComp(entityToClick, out outline))
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{
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outline.UpdateInRange(inRange, renderScale);
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}
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return;
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}
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if (_lastHoveredEntity != null && !Deleted(_lastHoveredEntity) &&
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TryComp(_lastHoveredEntity, out outline))
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{
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outline.OnMouseLeave();
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}
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_lastHoveredEntity = entityToClick;
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if (_lastHoveredEntity != null && TryComp(_lastHoveredEntity, out outline))
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{
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outline.OnMouseEnter(inRange, renderScale);
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}
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}
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}
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