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:
@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Content.Client.State;
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using Content.Client.Outline;
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using Content.Client.Viewport;
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using Content.Shared.ActionBlocker;
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using Content.Shared.DragDrop;
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@@ -36,6 +37,7 @@ namespace Content.Client.DragDrop
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly InteractionOutlineSystem _outline = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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@@ -201,7 +203,7 @@ namespace Content.Client.DragDrop
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}
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HighlightTargets();
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EntityManager.EventBus.RaiseEvent(EventSource.Local, new OutlineToggleMessage(false));
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_outline.Enabled = false;
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// drag initiated
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return true;
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@@ -254,7 +256,7 @@ namespace Content.Client.DragDrop
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EntityManager.DeleteEntity(_dragShadow);
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}
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EntityManager.EventBus.RaiseEvent(EventSource.Local, new OutlineToggleMessage(true));
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_outline.Enabled = true;
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_dragShadow = default;
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_draggables.Clear();
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_dragger = default;
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@@ -307,7 +309,17 @@ namespace Content.Client.DragDrop
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return false;
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}
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var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
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IList<EntityUid> entities;
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if (_stateManager.CurrentState is GameScreen screen)
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{
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entities = screen.GetEntitiesUnderPosition(args.Coordinates);
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}
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else
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{
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entities = Array.Empty<EntityUid>();
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}
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var outOfRange = false;
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foreach (var entity in entities)
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116
Content.Client/Outline/InteractionOutlineSystem.cs
Normal file
116
Content.Client/Outline/InteractionOutlineSystem.cs
Normal file
@@ -0,0 +1,116 @@
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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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@@ -1,14 +0,0 @@
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using Robust.Shared.GameObjects;
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namespace Content.Client.State
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{
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public sealed class OutlineToggleMessage : EntityEventArgs
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{
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public bool Enabled { get; }
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public OutlineToggleMessage(bool enabled)
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{
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Enabled = enabled;
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}
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}
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}
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@@ -1,21 +1,13 @@
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using System;
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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.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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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.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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@@ -29,121 +21,27 @@ namespace Content.Client.Viewport
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// OH GOD.
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// Ok actually it's fine.
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// Instantiated dynamically through the StateManager, Dependencies will be resolved.
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public partial class GameScreenBase : Robust.Client.State.State, IEntityEventSubscriber
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public class GameScreenBase : State, IEntityEventSubscriber
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{
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[Dependency] protected readonly IClientEntityManager EntityManager = default!;
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[Dependency] protected readonly IInputManager InputManager = default!;
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[Dependency] protected readonly IPlayerManager PlayerManager = default!;
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[Dependency] protected readonly IEntitySystemManager EntitySystemManager = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] protected readonly IMapManager MapManager = 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 IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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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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private EntityUid? _lastHoveredEntity;
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private bool _outlineEnabled = true;
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private ClickableEntityComparer _comparer = default!;
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public override void Startup()
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{
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InputManager.KeyBindStateChanged += OnKeyBindStateChanged;
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_eventBus.SubscribeEvent<OutlineToggleMessage>(EventSource.Local, this, HandleOutlineToggle);
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_inputManager.KeyBindStateChanged += OnKeyBindStateChanged;
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_comparer = new ClickableEntityComparer(_entityManager);
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}
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public override void Shutdown()
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{
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InputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
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_eventBus.UnsubscribeEvent<OutlineToggleMessage>(EventSource.Local, this);
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}
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private void HandleOutlineToggle(OutlineToggleMessage message)
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{
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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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// 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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EntityUid? entityToClick = null;
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var renderScale = 1;
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if (UserInterfaceManager.CurrentlyHovered is IViewportControl vp)
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{
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var mousePosWorld = vp.ScreenToMap(InputManager.MouseScreenPosition.Position);
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entityToClick = 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 (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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{
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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(!_outlineEnabled || !ConfigurationManager.GetCVar(CCVars.OutlineEnabled))
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{
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if(entityToClick != null && _entityManager.TryGetComponent(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 && _entityManager.TryGetComponent(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 && !_entityManager.Deleted(_lastHoveredEntity) &&
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_entityManager.TryGetComponent(_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 && _entityManager.TryGetComponent(_lastHoveredEntity, out outline))
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{
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outline.OnMouseEnter(inRange, renderScale);
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}
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_inputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
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}
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public EntityUid? GetEntityUnderPosition(MapCoordinates coordinates)
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@@ -154,7 +52,7 @@ namespace Content.Client.Viewport
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public IList<EntityUid> GetEntitiesUnderPosition(EntityCoordinates coordinates)
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{
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return GetEntitiesUnderPosition(coordinates.ToMap(EntityManager));
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return GetEntitiesUnderPosition(coordinates.ToMap(_entityManager));
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}
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public IList<EntityUid> GetEntitiesUnderPosition(MapCoordinates coordinates)
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@@ -163,12 +61,14 @@ namespace Content.Client.Viewport
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var entities = IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(coordinates.MapId,
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Box2.CenteredAround(coordinates.Position, (1, 1)));
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var containerSystem = _entitySystemManager.GetEntitySystem<SharedContainerSystem>();
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// Check the entities against whether or not we can click them
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var foundEntities = new List<(EntityUid clicked, int drawDepth, uint renderOrder)>();
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foreach (var entity in entities)
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{
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if (_entityManager.TryGetComponent<ClickableComponent?>(entity, out var component)
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&& !entity.IsInContainer()
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&& !containerSystem.IsEntityInContainer(entity)
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&& component.CheckClick(coordinates.Position, out var drawDepthClicked, out var renderOrder))
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{
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foundEntities.Add((entity, drawDepthClicked, renderOrder));
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@@ -178,32 +78,13 @@ namespace Content.Client.Viewport
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if (foundEntities.Count == 0)
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return Array.Empty<EntityUid>();
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foundEntities.Sort(new ClickableEntityComparer(_entityManager));
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foundEntities.Sort(_comparer);
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// 0 is the top element.
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foundEntities.Reverse();
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return foundEntities.Select(a => a.clicked).ToList();
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}
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/// <summary>
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/// Gets all entities intersecting the given position.
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///
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/// Static alternative to GetEntitiesUnderPosition to cut out
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/// some of the boilerplate needed to get state manager and check the current state.
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/// </summary>
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/// <param name="stateManager">state manager to use to get the current game screen</param>
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/// <param name="coordinates">coordinates to check</param>
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/// <returns>the entities under the position, empty list if none found</returns>
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public static IList<EntityUid> GetEntitiesUnderPosition(IStateManager stateManager, EntityCoordinates coordinates)
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{
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if (stateManager.CurrentState is GameScreenBase gameScreenBase)
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{
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return gameScreenBase.GetEntitiesUnderPosition(coordinates);
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}
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return ImmutableList<EntityUid>.Empty;
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}
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internal class ClickableEntityComparer : IComparer<(EntityUid clicked, int depth, uint renderOrder)>
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private sealed class ClickableEntityComparer : IComparer<(EntityUid clicked, int depth, uint renderOrder)>
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{
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private readonly IEntityManager _entities;
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@@ -249,12 +130,12 @@ namespace Content.Client.Viewport
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protected virtual void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
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{
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// If there is no InputSystem, then there is nothing to forward to, and nothing to do here.
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if(!EntitySystemManager.TryGetEntitySystem(out InputSystem? inputSys))
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if(!_entitySystemManager.TryGetEntitySystem(out InputSystem? inputSys))
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return;
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var kArgs = args.KeyEventArgs;
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var func = kArgs.Function;
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var funcId = InputManager.NetworkBindMap.KeyFunctionID(func);
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var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
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EntityCoordinates coordinates = default;
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EntityUid? entityToClick = null;
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@@ -263,16 +144,16 @@ namespace Content.Client.Viewport
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var mousePosWorld = vp.ScreenToMap(kArgs.PointerLocation.Position);
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entityToClick = GetEntityUnderPosition(mousePosWorld);
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coordinates = MapManager.TryFindGridAt(mousePosWorld, out var grid) ? grid.MapToGrid(mousePosWorld) :
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EntityCoordinates.FromMap(MapManager, mousePosWorld);
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coordinates = _mapManager.TryFindGridAt(mousePosWorld, out var grid) ? grid.MapToGrid(mousePosWorld) :
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EntityCoordinates.FromMap(_mapManager, mousePosWorld);
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}
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var message = new FullInputCmdMessage(Timing.CurTick, Timing.TickFraction, funcId, kArgs.State,
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var message = new FullInputCmdMessage(_timing.CurTick, _timing.TickFraction, funcId, kArgs.State,
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coordinates , kArgs.PointerLocation,
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entityToClick ?? default); // TODO make entityUid nullable
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// client side command handlers will always be sent the local player session.
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var session = PlayerManager.LocalPlayer?.Session;
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var session = _playerManager.LocalPlayer?.Session;
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if (inputSys.HandleInputCommand(session, func, message))
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{
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kArgs.Handle();
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Reference in New Issue
Block a user